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authorPaul Lemire <paul.lemire@kdab.com>2016-06-03 09:52:16 +0200
committerPaul Lemire <paul.lemire@kdab.com>2016-07-04 06:09:15 +0000
commite83521a65e70a98f570c838ad9e7f8070c58cb47 (patch)
treed798b5fcc46d8955a33c71a4142ba7e397a28acb /tests/benchmarks
parent2dd5a792f765ebeac94532901e9ad825a7f9eb40 (diff)
Rename UpdateBoundingVolumeJob -> ExpandBoundingVolumeJob
As this is what it really does. The update bounding part is actually done by the UpdateWorldTransformJob at the moment. This will be split and should allow much better parallelizing of the tasks. Change-Id: Iac31cc3a1029a50fae777f3edd3dc1667eb60b8e Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
Diffstat (limited to 'tests/benchmarks')
-rw-r--r--tests/benchmarks/render/jobs/tst_bench_jobs.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/tests/benchmarks/render/jobs/tst_bench_jobs.cpp b/tests/benchmarks/render/jobs/tst_bench_jobs.cpp
index cf0f6bb92..0c1fcc480 100644
--- a/tests/benchmarks/render/jobs/tst_bench_jobs.cpp
+++ b/tests/benchmarks/render/jobs/tst_bench_jobs.cpp
@@ -96,8 +96,8 @@ namespace Qt3DRender {
QVector<Qt3DCore::QAspectJobPtr> updateBoundingJob()
{
- static_cast<Render::Renderer *>(d_func()->m_renderer)->m_updateBoundingVolumeJob->setRoot(d_func()->m_renderer->sceneRoot());
- return QVector<Qt3DCore::QAspectJobPtr>() << static_cast<Render::Renderer *>(d_func()->m_renderer)->m_updateBoundingVolumeJob;
+ static_cast<Render::Renderer *>(d_func()->m_renderer)->m_updateWorldBoundingVolumeJob->setManager(d_func()->m_renderer->nodeManagers()->renderNodesManager());
+ return QVector<Qt3DCore::QAspectJobPtr>() << static_cast<Render::Renderer *>(d_func()->m_renderer)->m_updateWorldBoundingVolumeJob;
}
QVector<Qt3DCore::QAspectJobPtr> calculateBoundingVolumeJob()