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authorMike Krus <mike.krus@kdab.com>2018-01-15 20:58:15 +0000
committerMike Krus <mike.krus@kdab.com>2018-02-01 20:05:57 +0000
commit89ec1b820a3be3ab5d3abb408bea4408954e82ac (patch)
treef46f92a25f38db8dc6435a8d503801334192b1fc /src/render/frontend
parent2a4ecc509d6bc810b4bcdd09220c38f92614032e (diff)
Ray casting job
Does the intersection calculations and sends hits back to frontend object. The entity pointer is updated in the front end before emitting the signal. This is done using private friend method to avoid detaching the hit object and causing a copy. Change-Id: If2fa0573f8f7120f2dcbb433c46efe1859f0eb5f Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Diffstat (limited to 'src/render/frontend')
-rw-r--r--src/render/frontend/qrenderaspect.cpp6
1 files changed, 2 insertions, 4 deletions
diff --git a/src/render/frontend/qrenderaspect.cpp b/src/render/frontend/qrenderaspect.cpp
index 5a83745ab..bbbb08a09 100644
--- a/src/render/frontend/qrenderaspect.cpp
+++ b/src/render/frontend/qrenderaspect.cpp
@@ -493,12 +493,10 @@ QVector<Qt3DCore::QAspectJobPtr> QRenderAspect::jobsToExecute(qint64 time)
const QVector<QAspectJobPtr> geometryJobs = d->createGeometryRendererJobs();
jobs.append(geometryJobs);
-
// Add all jobs to queue
- const Qt3DCore::QAspectJobPtr pickBoundingVolumeJob = d->m_renderer->pickBoundingVolumeJob();
// Note: the getter is also responsible for returning a job ready to run
- jobs.append(pickBoundingVolumeJob);
-
+ jobs.append(d->m_renderer->pickBoundingVolumeJob());
+ jobs.append(d->m_renderer->rayCastingJob());
// Don't spawn any rendering jobs, if the renderer decides to skip this frame
// Note: this only affects rendering jobs (jobs that load buffers,