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-rw-r--r--src/quick3d/imports/scene3d/scene3drenderer.cpp28
1 files changed, 0 insertions, 28 deletions
diff --git a/src/quick3d/imports/scene3d/scene3drenderer.cpp b/src/quick3d/imports/scene3d/scene3drenderer.cpp
index 6cdef96c3..6dd7a0971 100644
--- a/src/quick3d/imports/scene3d/scene3drenderer.cpp
+++ b/src/quick3d/imports/scene3d/scene3drenderer.cpp
@@ -57,7 +57,6 @@
#include <scene3ditem_p.h>
#include <scene3dlogging_p.h>
#include <scene3dsgnode_p.h>
-#include <scene3dview_p.h>
#include <QtQuick/private/qquickwindow_p.h>
@@ -242,13 +241,6 @@ void Scene3DRenderer::setBoundingSize(const QSize &size)
m_boundingRectSize = size;
}
-// Main Thread, Render Thread locked
-void Scene3DRenderer::setScene3DViews(const QList<Scene3DView *> &views)
-{
- m_views = views;
- m_dirtyViews = true;
-}
-
QOpenGLFramebufferObject *Scene3DRenderer::GLRenderer::createMultisampledFramebufferObject(const QSize &size)
{
QOpenGLFramebufferObjectFormat format;
@@ -343,34 +335,14 @@ void Scene3DRenderer::GLRenderer::beforeSynchronize(Scene3DRenderer *scene3DRend
m_texture.reset(QPlatformInterface::QSGOpenGLTexture::fromNative(m_textureId, window, m_finalFBO->size(), QQuickWindow::TextureHasAlphaChannel));
}
- // We can render either the Scene3D or the Scene3DView but not both
- // at the same time
- const auto &views = scene3DRenderer->m_views;
- Q_ASSERT((node == nullptr || views.empty()) ||
- (node != nullptr && views.empty()) ||
- (node == nullptr && !views.empty()));
-
-
-
// Set texture on node
if (!node->texture() || generateNewTexture)
node->setTexture(m_texture.data());
-
- // Set textures on Scene3DView
- if (scene3DRenderer->m_dirtyViews || generateNewTexture) {
- for (Scene3DView *view : qAsConst(views))
- if (!view->texture() || generateNewTexture)
- view->setTexture(m_texture.data());
- scene3DRenderer->m_dirtyViews = false;
- }
}
// Mark SGNodes as dirty so that QQuick will trigger some rendering
if (node)
node->markDirty(QSGNode::DirtyMaterial);
-
- for (Scene3DView *view : qAsConst(scene3DRenderer->m_views))
- view->markSGNodeDirty();
}
void Scene3DRenderer::GLRenderer::beforeRendering(Scene3DRenderer *scene3DRenderer)