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-rw-r--r--src/render/backend/qrenderaspect.cpp11
1 files changed, 0 insertions, 11 deletions
diff --git a/src/render/backend/qrenderaspect.cpp b/src/render/backend/qrenderaspect.cpp
index 1bb9e1ffc..1c68454f5 100644
--- a/src/render/backend/qrenderaspect.cpp
+++ b/src/render/backend/qrenderaspect.cpp
@@ -37,7 +37,6 @@
#include "qrenderaspect.h"
#include "qrenderaspect_p.h"
-#include <Qt3DRenderer/private/meshdatamanager_p.h>
#include <Qt3DRenderer/private/texturedatamanager_p.h>
#include <Qt3DRenderer/private/renderer_p.h>
#include <Qt3DRenderer/private/scenemanager_p.h>
@@ -71,7 +70,6 @@
#include <Qt3DRenderer/private/cameraselectornode_p.h>
#include <Qt3DRenderer/private/layerfilternode_p.h>
-#include <Qt3DRenderer/private/meshdatamanager_p.h>
#include <Qt3DRenderer/private/renderannotation_p.h>
#include <Qt3DRenderer/private/renderentity_p.h>
#include <Qt3DRenderer/private/renderer_p.h>
@@ -89,7 +87,6 @@
#include <Qt3DRenderer/private/renderlogging_p.h>
#include <Qt3DRenderer/private/rendernodefunctor_p.h>
#include <Qt3DRenderer/private/framegraphnode_p.h>
-#include <Qt3DRenderer/private/loadmeshdatajob_p.h>
#include <Qt3DRenderer/private/loadtexturedatajob_p.h>
#include <Qt3DRenderer/private/updateboundingvolumejob_p.h>
#include <Qt3DRenderer/private/updateworldtransformjob_p.h>
@@ -276,14 +273,6 @@ QVector<QAspectJobPtr> QRenderAspect::jobsToExecute(qint64 time)
d->m_worldTransformJob.reset(new Render::UpdateWorldTransformJob(d->m_renderer->renderSceneRoot()));
d->m_boundingVolumeJob.reset(new Render::UpdateBoundingVolumeJob(d->m_renderer->renderSceneRoot()));
- const QHash<QNodeId, QAbstractMeshFunctorPtr> meshSources = d->m_renderer->meshDataManager()->meshesPending();
- Q_FOREACH (const QNodeId &meshId, meshSources.keys()) {
- Render::LoadMeshDataJobPtr loadMeshJob(new Render::LoadMeshDataJob(meshSources[meshId], meshId));
- loadMeshJob->setRenderer(d->m_renderer);
- jobs.append(loadMeshJob);
- }
-
-
const QVector<QNodeId> texturesPending = d->m_renderer->textureDataManager()->texturesPending();
Q_FOREACH (const QNodeId &textureId, texturesPending) {
Render::LoadTextureDataJobPtr loadTextureJob(new Render::LoadTextureDataJob(textureId));