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authorMike Krus <mike.krus@kdab.com>2021-06-15 11:32:15 +0100
committerQt Cherry-pick Bot <cherrypick_bot@qt-project.org>2021-06-21 12:27:37 +0000
commit112554ecb0c9bfe817b95312970844e13c5a21b8 (patch)
treeef7025f982697ebbb59e50b8beb1c1c59b0e7033 /tests
parented86b51c5b190934d757f334a8ae07693af4cd4f (diff)
Change bounding update propagation
Previously, bounding computation results from the core aspect were propagated to the render aspect via the front end objects. This introduces a job watcher which gets called with the results and the render aspect can update it's backend data directly. The watcher process method is called in the thread of the core aspect job but the render aspect job will wait for that complete anyway (since it depends on the core aspect job). Change-Id: Ie59337f00025fd55fc723a7d105342e0b1e91d6c Reviewed-by: Paul Lemire <paul.lemire@kdab.com> (cherry picked from commit e378ebd0db6c06af7709498122912284852e6bc9) Reviewed-by: Qt Cherry-pick Bot <cherrypick_bot@qt-project.org>
Diffstat (limited to 'tests')
-rw-r--r--tests/manual/boundingvolumes/AnimatedEntity.qml10
1 files changed, 5 insertions, 5 deletions
diff --git a/tests/manual/boundingvolumes/AnimatedEntity.qml b/tests/manual/boundingvolumes/AnimatedEntity.qml
index e3724968e..a432c055f 100644
--- a/tests/manual/boundingvolumes/AnimatedEntity.qml
+++ b/tests/manual/boundingvolumes/AnimatedEntity.qml
@@ -49,9 +49,9 @@
****************************************************************************/
import Qt3D.Core 2.16
-import Qt3D.Render 2.15
+import Qt3D.Render 2.16
import Qt3D.Input 2.0
-import Qt3D.Extras 2.15
+import Qt3D.Extras 2.16
import QtQuick 2.0 as QQ2
@@ -100,7 +100,7 @@ Entity {
SphereMesh { radius: 4 },
PhongMaterial { diffuse: "red" },
Transform { translation: Qt.vector3d(mainAnimation.x, -9, 0) },
- BoundingVolume { view: SphereMesh { radius: 2 } }
+ BoundingVolume { view: SphereGeometryView { radius: 2 } }
]
}
@@ -110,8 +110,8 @@ Entity {
components: [
SphereMesh {
radius: 4
- view.minPoint: Qt.vector3d(-.5, -.5, -.5)
- view.maxPoint: Qt.vector3d(.5, .5, .5)
+ minPoint: Qt.vector3d(-.5, -.5, -.5)
+ maxPoint: Qt.vector3d(.5, .5, .5)
},
PhongMaterial { diffuse: "green" },
Transform { translation: Qt.vector3d(mainAnimation.x, 0 , 0) }