| Commit message (Collapse) | Author | Age | Files | Lines |
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+ de3e0a364026f239392384f24370fa0174331721 Bump version
Change-Id: I9a59d963581679cadb510b5c69b132878c77689f
Reviewed-by: Jani Heikkinen <jani.heikkinen@qt.io>
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Change-Id: I23fb71583e27cb67dcd9be65bcd22cee04a723d9
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Change-Id: I2736e1b71604c7608f7a0219bc9b1e254c441880
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+ 52625288e954f101bd8ff78bd6bc515889836428 Bump version
Change-Id: I57915f27a56d3d3e26b7d04afa37ad02c049c6c4
Reviewed-by: Jani Heikkinen <jani.heikkinen@qt.io>
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Change-Id: Ife266d9b06e4e472228d9d64d9b0060e6aebd894
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+ 1dd50a7ba60a9f76ae42b5c00290c33e1902bb35 Bump version
+ 490b77ac1ffaa6a74f4a8d89bf73764dcdae9188 Mark 3rd-party 'Jet Propulsion Laboratory Photojournal' as examples only
+ 608de36fd8802b53d028a92b1984c40321435b0a Doc: Use correct module name
+ 29035a09a4db2fb3d35d8d494b609bb15b0a97f5 Compile with Xcode 9.4
Change-Id: I306ad676cba9c918f6484d06f640bafeff914760
Reviewed-by: Tomi Korpipää <tomi.korpipaa@qt.io>
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Change-Id: Iec12e9d81fb01cb8fba9edad6fba394e3642db28
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The changes are backported from the assimp 4.1 version
Change-Id: I0adee853961ffbbecf1f8212b41d3ec06fd57109
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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QML: Importing Qt3D.Scene2D doesn't work, QtQuick.Scene2D does.
CPP: Specify header file, as convenience header doesn't exist.
Task-number: QTBUG-67370
Change-Id: Ia53e92c076f52bbb81b91370425279c44bf9e3c5
Reviewed-by: Topi Reiniö <topi.reinio@qt.io>
(cherry picked from commit 9b00bfe82f03ca6d39a004cc380fba144509da2b)
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(cherry picked from commit 974c904270fea2bf53f500794c56ca84324de4d8)
Change-Id: Ie7e229f8be0620779733a362236c3a23ac968b29
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I2da6f90837f92adda457609abef5e7d024694da1
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Change-Id: I8409969e743e993d19af0f94597a4e0d5d017721
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I886773bbce54b20d248945105ac6f54a2188379d
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Adds Scene3D as QML module.
Provides preliminary documentation for Scene3D QML type.
Task-number: QTBUG-61651
Task-number: QTBUG-54816
Change-Id: I2811bb2165ca0adde574ddde70fa7185b3c03083
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
Reviewed-by: Topi Reiniö <topi.reinio@qt.io>
(cherry picked from commit 988928b9d37dfae08b5a98cd139eaaa14e72c02c)
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Replicate information provided in the CPP class to expose the
information for readers of QML documentation, as suggested by bug
reporter.
Task-number: QTBUG-64386
Change-Id: If448e0a54f9c238938a9d930a0a0edcf72efa2aa
Reviewed-by: Topi Reiniö <topi.reinio@qt.io>
(cherry picked from commit 2831c495233338403b31348393e785055700541b)
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By passing "this" as connect's third parameter we make sure that the
lambda in question is not called on destroyed objects.
Task-number: QTBUG-67324
Change-Id: I05c45b2ab7b4c81bbf462587515779cf4ef88232
Reviewed-by: Mike Krus <mike.krus@kdab.com>
(cherry picked from commit 898c11d13a1af0c70fc8d5902bf3da210d6c2faf)
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Change-Id: I2ddaa5d2d588e88acd60b2a9ded175e6bd2325d3
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Change-Id: I8bbd918922e4d9aab0c9fa4b2751de21313fc09b
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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All texture assets were made by KDAB under the CLA. The material
"sphere" mesh is from Allegorithmic and published under the
Creative Commons 4 license. See paragraph 1.2 of
https://www.allegorithmic.com/legal/substance-share
Task-number: QTBUG-61415
Change-Id: I23d61723bbac561e22e11fa57105b29148c01699
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Task-number: QTBUG-61415
Change-Id: I4557959c3c1068be5ef977d05a9e0443545ae919
Reviewed-by: Tomi Korpipää <tomi.korpipaa@qt.io>
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Change-Id: Ifbe5370e47b5144e878ca0ed9215f195596c16cd
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The previous implementation would reset ComputeDirty every frame if
markDirty(AllDirty) had been called earlier. This would break the
OnDemand rendering policy because every frame would be rendered even if
there were no changes or no compute commands in the scene.
This change removes the code that would re-enable the ComputeDirty flag
every frame and documents that the user must either set the rendering
policy to Always or trigger the rendering of a new frame if the
rendering policy is set to OnDemand.
Change-Id: Ide03a3a49ee1670fd9d67ed47454c6679219765d
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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>>> CID 187918: Null pointer dereferences (REVERSE_INULL)
>>> Null-checking "node" suggests that it may be null, but it has already been dereferenced on all paths leading to the check.
Change-Id: Ic799724e91d118a2c5b2715c5742a4184b09a217
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Apparently this was a major security issue reported to security.qt-project.org
Change-Id: Id52f035134ca6111e24b5820eb1b64b99449e47f
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
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Scene2D can sometimes receive the render initialization event before the
qt3d renderer has been initialized. This causes crash because the
sharecontext hasn't been set yet. Add safeguard against this.
Task-number: QT3DS-904
Change-Id: Ib50a60ed89c12ac54c9165266466d9804affe77c
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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The resource manager policy for scene2d nodes has been changed so the
scene2d constructor gets called multiple times at startup. That in turn
increments render thread user counter every time. The cleanup code gets
called for each instanciated QScene2D node so at shutdown the counter
never reaches zero and the render thread is not closed properly. Change
the implementation so that the counter gets incremented only when the
render thread has been properly initialized.
Task-number: QTBUG-66003
Change-Id: I33a5b1f407e65329776bcabe0b66ff049581a435
Reviewed-by: Svenn-Arne Dragly <svenn-arne.dragly@qt.io>
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@qt.io>
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I3e4cd0ca1086953206a5dc32d2721a673b6a8e4a
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Task-number: QTBUG-61759
Change-Id: I2c61f9cf41124816d10da90783c7fb9ff6088fc4
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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This completes the fix for out of order event delivery related to
creation changes. We now ensure that QNodes used as values in singular
and list properties are fully constructed on the backend before they
are referenced in properties of other nodes.
Also added a check to not recurse into sending too many changes
when adding a child node.
Written with Svenn-Arne Dragly.
Task-number: Task-number: QTBUG-65956
Change-Id: I1470e0f685c81d1277ac04ad985ec1b76f1c27c0
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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This would have caught the breakage caused by changing how the camera
view matrix was computed
Change-Id: I521b7e6c700aeaa1c751cdf0aceb8b8ab66a6af9
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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The actual geometry for patch-based geometry renderers is computed in
tessellation shaders, so don't try to compute bounding volumes.
Task-number: QTBUG-66073
Change-Id: I9ff13c526859020ff85ba84e6db7c4c4b7335974
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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And improve error output
Change-Id: I9364e0e610cc758ad322bf96b52f57989c7ed0df
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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This way a material with a broken shader will fail once (and won't be
retried unless the shader code gets changed), and the application will
continue gracefully, without asserting.
Task-number: QTBUG-65936
Change-Id: I7003e8c6f7d9094280d7757c1020b485f93e3b37
Reviewed-by: Svenn-Arne Dragly <svenn-arne.dragly@qt.io>
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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PickBoundingVolumeJob uses QEntity::worldBoundingVolumeWithChildren(),
which is set by ExpandBoundingVolumeJob.
Change-Id: Ic03360a694254e45c9abfd6863a7b101910bb7fc
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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All examples, even with packed data, set actual vertex size on
the attribute. However, convention is to pass 0 for packed data,
in which case GL will compute vertex size based on number of coordinates
and component data size.
Neither the buffer visitor nor the triangle visitor respected this
convention and relied on the real size to be set. Now computing the
actual stride if it's passed in as 0.
Change-Id: I9a65fd7d8d56f181e31faa93389e3fdd1a973c17
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Take the index attribute (and buffer) into account, when present.
Rely on QGeometryRenderer::vertexCount(), when set.
Initially done on dev as: 1d874d33da9174a82fccc266c66a22af006ac8ef
Task-number: QTBUG-65590
Change-Id: I98d1865e3581272471d6b93b9633da38dc77163d
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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When a component is added to an entity, two change
notifications were sent but they both were directed
to the entity.
This makes sure one message is sent to the entity
and one to the component, as was intended.
Same for remove notifications.
Fixed the unit tests which where incorrectly testing for the
subject id of the change notification.
Change-Id: Ic697c08e92e884abf28e675e4ae2b44a93ca45d5
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I8b519e3d0c5389607be069c08215c921b63e5f07
Reviewed-by: Leena Miettinen <riitta-leena.miettinen@qt.io>
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This fixes issues with picking when having multiple viewports and/or
multiple windows.
Now check that the mouse event actually hits inside the viewport extents.
Also track the source of events and check that the surface matches the
source of the event.
Remaining issue is overlapping viewports within the same window
Task-number: QTBUG-59567
Change-Id: I76a4ee2bec7300d893fef6040d89bf81f2109795
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I0196e0305d205b7499c77644c0fdd42eb671a309
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Bonus: also remove the binding loop on the matrix property that was being
reported.
Change-Id: I2489a1f7ac5f65b4061ce069796d5afeab1811de
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Change-Id: I42d0091368914e0f3f8cb76c707d576227d7b5f2
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Change-Id: I3e276e8cd7d754905ed41a80ace19b72eb50175f
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Picking relied on the transform matrix of the camera being the same
as the view matrix. This has changed but picking and lod code was not
update to use the new convention.
Change-Id: I3250d3409d15e78a5c0b56eb3b1e74bce1e22843
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I153ff68ac60f88d3db8815e133c8851b05e1c130
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: Ia70ebeed824cdea7127a7741082c7983c89ec731
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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The matrix returned by viewMatrix() is in a coordinate system relative
to its parent, which is not the final view matrix used when rendering.
The final view matrix depends on the world transform of the camera,
but we do not calculate this on the frontend for performance reasons.
We therefore deprecate this function because its name is misleading.
Change-Id: Ib7891c13d83b4de43b86dde878994f66979ecb02
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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We used to store the viewMatrix as returned by QMatrix4x4::lookAt
in the transform component of the QCamera.
This was unfortunate for two reasons:
1) An arbitrary entity could not be used as a camera without changing
its transform to a viewMatrix, which breaks any other use of the
entity.
2) Adding entities as children to cameras lead to the wrong
transformation. This made it impossible to properly add objects
that should be attached to the camera, such as the hands of a
character in first-person view.
This commit computes the transform of the camera based on the
requested position, view center and up vector.
The view matrix is calculated when the matrices are updated in
the RenderView. This calculation assumes that the view direction
is along the entity's negative z-axis and that the up vector
is along the y-axis.
Change-Id: If22b29e3d38bf55fbf79e9f7baf0c922e0a48aeb
Reviewed-by: Mike Krus <mike.krus@kdab.com>
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I8fd5776b44faf36b08f3966f634d656d06b203a4
Task-number: QTBUG-64133
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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refs/staging/5.9
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