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authorPaul Lemire <paul.lemire@kdab.com>2015-11-10 12:29:07 +0100
committerAndy Nichols <andy.nichols@theqtcompany.com>2015-11-16 12:26:41 +0000
commit281629e9335644e7e7fab11cdf8c8d745dedc086 (patch)
tree1ef721ea926f83f10a1dc5ee882674da6657a2a6 /src/render/jobs
parentb4e90c79976b11c3d1a083b106f4085e5937059f (diff)
FramePreparationJob fix: traverse children
Change-Id: I970ee03f10a4d65e2629d9f0abe50a4317414093 Reviewed-by: Andy Nichols <andy.nichols@theqtcompany.com>
Diffstat (limited to 'src/render/jobs')
-rw-r--r--src/render/jobs/framepreparationjob.cpp4
1 files changed, 4 insertions, 0 deletions
diff --git a/src/render/jobs/framepreparationjob.cpp b/src/render/jobs/framepreparationjob.cpp
index 0d3d929e3..02908d335 100644
--- a/src/render/jobs/framepreparationjob.cpp
+++ b/src/render/jobs/framepreparationjob.cpp
@@ -79,6 +79,10 @@ void FramePreparationJob::parseNodeTree(Entity *node)
Q_FOREACH (ShaderData *r, shadersData) {
r->updateTransformedProperties(*node->worldTransform());
}
+
+ const QVector<Entity *> children = node->children();
+ Q_FOREACH (Entity *c, children)
+ parseNodeTree(c);
}
} // namespace Render