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-rw-r--r--src/render/backend/renderview.cpp9
1 files changed, 5 insertions, 4 deletions
diff --git a/src/render/backend/renderview.cpp b/src/render/backend/renderview.cpp
index 8594f2d20..df165e2d0 100644
--- a/src/render/backend/renderview.cpp
+++ b/src/render/backend/renderview.cpp
@@ -651,10 +651,8 @@ void RenderView::setDefaultUniformBlockShaderDataValue(ShaderParameterPack &unif
UniformBlockValueBuilder *builder = m_localData.localData();
builder->activeUniformNamesToValue.clear();
- // updates transformed properties;
- // Fix me: this will lead to races when having multiple cameras
- shaderData->updateViewTransform(m_data.m_viewMatrix);
-
+ // Set the view matrix to be used to transform "Transformed" properties in the ShaderData
+ builder->viewMatrix = m_data.m_viewMatrix;
// Force to update the whole block
builder->updatedPropertiesOnly = false;
// Retrieve names and description of each active uniforms in the uniform block
@@ -801,6 +799,9 @@ void RenderView::setShaderAndUniforms(RenderCommand *command, RenderPass *rPass,
setUniformValue(command->m_parameterPack, LIGHT_COLOR_NAMES[lightIdx], QVector3D(1.0f, 1.0f, 1.0f));
setUniformValue(command->m_parameterPack, LIGHT_INTENSITY_NAMES[lightIdx], 0.5f);
+ // There is no risk in doing that even if multithreaded
+ // since we are sure that a shaderData is unique for a given light
+ // and won't ever be referenced as a Component either
QMatrix4x4 *worldTransform = lightEntity->worldTransform();
if (worldTransform)
shaderData->updateWorldTransform(*worldTransform);