diff options
-rw-r--r-- | src/render/backend/jobs/framepreparationjob.cpp | 5 | ||||
-rw-r--r-- | src/render/backend/jobs/framepreparationjob_p.h | 4 | ||||
-rw-r--r-- | src/render/backend/qrenderaspect.cpp | 2 |
3 files changed, 4 insertions, 7 deletions
diff --git a/src/render/backend/jobs/framepreparationjob.cpp b/src/render/backend/jobs/framepreparationjob.cpp index 5c817f068..34465406c 100644 --- a/src/render/backend/jobs/framepreparationjob.cpp +++ b/src/render/backend/jobs/framepreparationjob.cpp @@ -47,9 +47,8 @@ namespace Qt3D { namespace Render { -FramePreparationJob::FramePreparationJob(Renderer *renderer, RenderEntity *root) - : m_renderer(renderer) - , m_root(root) +FramePreparationJob::FramePreparationJob(RenderEntity *root) + : m_root(root) { } diff --git a/src/render/backend/jobs/framepreparationjob_p.h b/src/render/backend/jobs/framepreparationjob_p.h index 6f83400c7..3ed69ad63 100644 --- a/src/render/backend/jobs/framepreparationjob_p.h +++ b/src/render/backend/jobs/framepreparationjob_p.h @@ -51,17 +51,15 @@ class RenderEntity; class FramePreparationJob : public Qt3D::QAspectJob { public: - FramePreparationJob(Renderer *renderer, RenderEntity *root); + FramePreparationJob(RenderEntity *root); ~FramePreparationJob(); protected: void run() Q_DECL_FINAL; private: - void parseNodeTree(RenderEntity *node); - Renderer *m_renderer; RenderEntity *m_root; }; diff --git a/src/render/backend/qrenderaspect.cpp b/src/render/backend/qrenderaspect.cpp index 3e8f46638..1bb9e1ffc 100644 --- a/src/render/backend/qrenderaspect.cpp +++ b/src/render/backend/qrenderaspect.cpp @@ -271,7 +271,7 @@ QVector<QAspectJobPtr> QRenderAspect::jobsToExecute(qint64 time) if (d->m_renderer != Q_NULLPTR && d->m_renderer->isRunning()) { // Create the jobs to build the frame - d->m_framePreparationJob.reset(new Render::FramePreparationJob(d->m_renderer, d->m_renderer->renderSceneRoot())); + d->m_framePreparationJob.reset(new Render::FramePreparationJob(d->m_renderer->renderSceneRoot())); d->m_cleanupJob.reset(new Render::FrameCleanupJob(d->m_renderer)); d->m_worldTransformJob.reset(new Render::UpdateWorldTransformJob(d->m_renderer->renderSceneRoot())); d->m_boundingVolumeJob.reset(new Render::UpdateBoundingVolumeJob(d->m_renderer->renderSceneRoot())); |