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* Use Qt3D.Renderer rather than RenderSean Harmer2015-06-118-8/+8
| | | | | | | | | | | This should make the documentation and code terminology consistent throughout. We can rename the source directories at a later date if needed. Task-number: QTBUG-46622 Change-Id: I2737e54192341808f4a0270ad19ba70f6c4af589 Reviewed-by: Kai Koehne <kai.koehne@theqtcompany.com> Reviewed-by: Giuseppe D'Angelo <giuseppe.dangelo@kdab.com>
* Target path definition for examplesMika Salmela2015-05-241-1/+3
| | | | | | | Added examples.pri to examples folder to help deployment to devices. Change-Id: Ib7b6514d5b5a31dee9a3b7f6f79277550fb77502 Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
* Examples: Remove shared resource library.Friedemann Kleint2015-05-202-7/+2
| | | | | | | | | | Split example-assets.qrc into smaller resource files per directory and add those to the examples as required. Task-number: QTBUG-45990 Change-Id: I0a5a6cee64dc23560e9e093f272ff0d90a6e2e97 Reviewed-by: Topi Reiniƶ <topi.reinio@digia.com> Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
* Add precision for sampler2DShadow in ES3 shaderLaszlo Agocs2015-04-221-1/+1
| | | | | | | | | As per GLSL ES 3.0 spec there is no default precision for this type, similarly to float. Therefore some drivers (f.ex. newer Mali ones) reject the shader without specifying the precision. Change-Id: Ib5e9a2d47924da84d6a74dde0b9e894fc4b580e4 Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
* Doc: Add skeleton documentation for the examplesTopi Reinio2015-03-171-0/+32
| | | | | | | | | | | | Add a skeleton version of the example documentation for each example, create a group page for them and link to it from the module landing pages. This allows browsing the example code from the docs and also enables listing them in Qt Creator's Welcome mode. Change-Id: I1ba16399b115bb8c5503bc91d2a8dee46417cd01 Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
* Remove copyright headers from the ES3-specific shadow map shadersLaszlo Agocs2015-03-134-144/+0
| | | | | | | | | | | | | | | | Not having the headers is fine since the built-in shaders do not have them either, neither in Quick nor in Qt3D. The main issue with ES is that in ESSL3 the spec states that the version directive is only allowed in the first line and no comments are allowed before. This is not true for standard GLSL where the spec states the comments and whitespace are allowed before. Mesa does not seem to enforce this, but we have already found at least one GL ES 3.0 implementation which does. Change-Id: I6ac3f949eeb44a005f69cc03f7d6f6eb5b577f2e Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
* Move the examples under a qt3d subdirLaszlo Agocs2015-03-0419-0/+1364
Modules cannot have their examples in the top-level examples directory because in the pre-built packages all modules' examples are merged together. Change-Id: I80fdbb8f1ec6f3d8fd793e4d856e705000237127 Reviewed-by: Paul Lemire <paul.lemire@kdab.com>