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-rw-r--r--src/render/materialsystem/shaderdata.cpp16
1 files changed, 8 insertions, 8 deletions
diff --git a/src/render/materialsystem/shaderdata.cpp b/src/render/materialsystem/shaderdata.cpp
index 743ea1c60..6338df96b 100644
--- a/src/render/materialsystem/shaderdata.cpp
+++ b/src/render/materialsystem/shaderdata.cpp
@@ -47,12 +47,12 @@
QT_BEGIN_NAMESPACE
-using namespace Qt3D;
+using namespace Qt3DCore;
namespace Qt3DRender {
namespace Render {
-QList<Qt3D::QNodeId> ShaderData::m_updatedShaderData;
+QList<Qt3DCore::QNodeId> ShaderData::m_updatedShaderData;
ShaderData::ShaderData()
: QBackendNode()
@@ -66,7 +66,7 @@ ShaderData::~ShaderData()
delete m_mutex;
}
-void ShaderData::updateFromPeer(Qt3D::QNode *peer)
+void ShaderData::updateFromPeer(Qt3DCore::QNode *peer)
{
m_properties.clear();
const QShaderData *shaderData = static_cast<const QShaderData *>(peer);
@@ -190,7 +190,7 @@ void ShaderData::addToClearUpdateList()
ShaderData::m_updatedShaderData.append(peerUuid());
}
-const int qNodeIdTypeId = qMetaTypeId<Qt3D::QNodeId>();
+const int qNodeIdTypeId = qMetaTypeId<Qt3DCore::QNodeId>();
void ShaderData::readPeerProperties(QShaderData *shaderData)
{
@@ -240,7 +240,7 @@ void ShaderData::setManager(ShaderDataManager *manager)
m_manager = manager;
}
-void ShaderData::sceneChangeEvent(const Qt3D::QSceneChangePtr &e)
+void ShaderData::sceneChangeEvent(const Qt3DCore::QSceneChangePtr &e)
{
if (!m_propertyReader.isNull()) {
QScenePropertyChangePtr propertyChange = qSharedPointerCast<QScenePropertyChange>(e);
@@ -290,7 +290,7 @@ RenderShaderDataFunctor::RenderShaderDataFunctor(ShaderDataManager *manager)
{
}
-Qt3D::QBackendNode *RenderShaderDataFunctor::create(Qt3D::QNode *frontend, const Qt3D::QBackendNodeFactory *factory) const
+Qt3DCore::QBackendNode *RenderShaderDataFunctor::create(Qt3DCore::QNode *frontend, const Qt3DCore::QBackendNodeFactory *factory) const
{
ShaderData *backend = m_manager->getOrCreateResource(frontend->id());
backend->setFactory(factory);
@@ -299,12 +299,12 @@ Qt3D::QBackendNode *RenderShaderDataFunctor::create(Qt3D::QNode *frontend, const
return backend;
}
-Qt3D::QBackendNode *RenderShaderDataFunctor::get(const Qt3D::QNodeId &id) const
+Qt3DCore::QBackendNode *RenderShaderDataFunctor::get(const Qt3DCore::QNodeId &id) const
{
return m_manager->lookupResource(id);
}
-void RenderShaderDataFunctor::destroy(const Qt3D::QNodeId &id) const
+void RenderShaderDataFunctor::destroy(const Qt3DCore::QNodeId &id) const
{
m_manager->releaseResource(id);
}