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-rw-r--r--src/render/graphicshelpers/graphicscontext.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/render/graphicshelpers/graphicscontext.cpp b/src/render/graphicshelpers/graphicscontext.cpp
index ad13b2812..b91692adc 100644
--- a/src/render/graphicshelpers/graphicscontext.cpp
+++ b/src/render/graphicshelpers/graphicscontext.cpp
@@ -844,7 +844,7 @@ void GraphicsContext::setRenderer(Renderer *renderer)
// It will be easier if the QGraphicContext applies the QUniformPack
// than the other way around
-void GraphicsContext::setUniforms(QUniformPack &uniforms)
+void GraphicsContext::setUniforms(ShaderParameterPack &uniforms)
{
// Activate textures and update TextureUniform in the pack
// with the correct textureUnit
@@ -857,7 +857,7 @@ void GraphicsContext::setUniforms(QUniformPack &uniforms)
// Update the uniforms with the correct texture unit id's
const QHash<QString, const QUniformValue *> &uniformValues = uniforms.uniforms();
for (int i = 0; i < uniforms.textures().size(); ++i) {
- const QUniformPack::NamedTexture &namedTex = uniforms.textures().at(i);
+ const ShaderParameterPack::NamedTexture &namedTex = uniforms.textures().at(i);
Texture *t = manager->lookupResource<Texture, TextureManager>(namedTex.texId);
const TextureUniform *texUniform = Q_NULLPTR;
// TO DO : Rework the way textures are loaded