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authorPaul Lemire <paul.lemire@kdab.com>2016-06-03 08:26:05 +0200
committerPaul Lemire <paul.lemire@kdab.com>2016-06-30 10:10:24 +0000
commit98667966a96d8dfb346a9d74f5cbb1f7ba95cedc (patch)
tree7fa1bc7ff30ecb1576a68c5bd10bb48ec53f5439 /src/render/frontend
parentdb534ab3d8beef4e05dd7318b444385455e8d4d6 (diff)
Texture loading improvement
- use texture image data for hash generation - use std::move for pending texture clearing in TextureDataManager - do not add the texture to be loaded again when the status changes Change-Id: Ia0a2670211c890307eebaec6a125a5b4e928a1f8 Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
Diffstat (limited to 'src/render/frontend')
-rw-r--r--src/render/frontend/qrenderaspect.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/render/frontend/qrenderaspect.cpp b/src/render/frontend/qrenderaspect.cpp
index 9c8733e5a..d6c69855c 100644
--- a/src/render/frontend/qrenderaspect.cpp
+++ b/src/render/frontend/qrenderaspect.cpp
@@ -346,7 +346,7 @@ QVector<Qt3DCore::QAspectJobPtr> QRenderAspect::jobsToExecute(qint64 time)
d->m_calculateBoundingVolumeJob->setRoot(d->m_renderer->sceneRoot());
d->m_cleanupJob->setRoot(d->m_renderer->sceneRoot());
- const QVector<QNodeId> texturesPending = manager->textureDataManager()->texturesPending();
+ const QVector<QNodeId> texturesPending = std::move(manager->textureDataManager()->texturesPending());
for (const QNodeId textureId : texturesPending) {
auto loadTextureJob = Render::LoadTextureDataJobPtr::create(textureId);
loadTextureJob->setNodeManagers(manager);