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authorJim Albamont <jim.albamont@kdab.com>2019-09-13 10:20:37 -0700
committerJim Albamont <jim.albamont@kdab.com>2019-09-20 00:37:31 -0700
commit41968b79393df2cb2c859f76b92922c7c5dbc3b1 (patch)
treee0086b688cd56c26009e26e28214b9628f68e9d8 /tests/auto/render/pickboundingvolumejob
parentde4c982ceeb2abcdec8b214fd95e6e5d5d72b9ff (diff)
Remove backend entity hierarchy rebuilding jobs
We no longer need to have a special job to rebuild the entity hierarchy as parent nodes can now always be resolved on the backend either at creation time or while reparenting. The NodePostConstructorInit ensure that all backend nodes are created from the top down so a node can always find it's parent. Change-Id: I9dcfb64b62e2e02b89b1ae59efb41f25dfc09eae Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
Diffstat (limited to 'tests/auto/render/pickboundingvolumejob')
-rw-r--r--tests/auto/render/pickboundingvolumejob/tst_pickboundingvolumejob.cpp5
1 files changed, 0 insertions, 5 deletions
diff --git a/tests/auto/render/pickboundingvolumejob/tst_pickboundingvolumejob.cpp b/tests/auto/render/pickboundingvolumejob/tst_pickboundingvolumejob.cpp
index a8ffa9712..1fbdc4d04 100644
--- a/tests/auto/render/pickboundingvolumejob/tst_pickboundingvolumejob.cpp
+++ b/tests/auto/render/pickboundingvolumejob/tst_pickboundingvolumejob.cpp
@@ -48,7 +48,6 @@
#include <Qt3DRender/private/qrenderaspect_p.h>
#include <Qt3DRender/private/pickboundingvolumejob_p.h>
#include <Qt3DRender/private/pickboundingvolumeutils_p.h>
-#include <Qt3DRender/private/updateentityhierarchyjob_p.h>
#include <Qt3DRender/private/updatemeshtrianglelistjob_p.h>
#include <Qt3DRender/private/updateworldboundingvolumejob_p.h>
#include <Qt3DRender/private/updateworldtransformjob_p.h>
@@ -150,10 +149,6 @@ namespace {
void runRequiredJobs(Qt3DRender::TestAspect *test)
{
- Qt3DRender::Render::UpdateEntityHierarchyJob updateEntitiesJob;
- updateEntitiesJob.setManager(test->nodeManagers());
- updateEntitiesJob.run();
-
Qt3DRender::Render::UpdateWorldTransformJob updateWorldTransform;
updateWorldTransform.setRoot(test->sceneRoot());
updateWorldTransform.setManagers(test->nodeManagers());