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-rw-r--r--src/plugins/sceneparsers/gltf/gltfio.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/plugins/sceneparsers/gltf/gltfio.cpp b/src/plugins/sceneparsers/gltf/gltfio.cpp
index bfe99ab3f..45edcdb95 100644
--- a/src/plugins/sceneparsers/gltf/gltfio.cpp
+++ b/src/plugins/sceneparsers/gltf/gltfio.cpp
@@ -244,7 +244,7 @@ Qt3DCore::QEntity* GLTFIO::node(const QString &id)
// So if the node has only 1 mesh, we only create 1 QEntity
// Otherwise if there are n meshes, there is 1 QEntity, with n children for each mesh/material combo
{
- QVector<QEntity *> entities;
+ QList<QEntity *> entities;
const auto meshes = jsonObj.value(KEY_MESHES).toArray();
for (const QJsonValue &mesh : meshes) {
@@ -1040,7 +1040,7 @@ void GLTFIO::processJSONTechnique(const QString &id, const QJsonObject &jsonObje
//Process states to enable
const QJsonArray enableStatesArray = states.value(KEY_ENABLE).toArray();
- QVector<int> enableStates;
+ QList<int> enableStates;
for (const QJsonValue &enableValue : enableStatesArray)
enableStates.append(enableValue.toInt());
@@ -1293,8 +1293,8 @@ QVariant GLTFIO::parameterValueFromJSON(int type, const QJsonValue &value) const
QVector2D vector2D;
QVector3D vector3D;
QVector4D vector4D;
- QVector<float> dataMat2(4, 0.0f);
- QVector<float> dataMat3(9, 0.0f);
+ QList<float> dataMat2(4, 0.0f);
+ QList<float> dataMat3(9, 0.0f);
switch (type) {
case GL_BYTE: