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* Fixed RenderView Uniform setting for QNode valuesWieland Hagen2016-01-141-2/+2
* Renderer: handle compute and draw render commandsPaul Lemire2016-01-134-138/+161
* RenderCommand: add a type flag (Draw/Compute)Paul Lemire2016-01-132-0/+8
* RenderView/GraphicsContext: support SSBO/UBO with buffer used as ParametersPaul Lemire2016-01-136-49/+117
* Rename QUniformPack to ShaderParameterPackPaul Lemire2016-01-136-16/+16
* GraphicsContext: use GLBuffer instead of QOpenGLBufferPaul Lemire2016-01-132-35/+38
* Add handle type for GLBufferPaul Lemire2016-01-131-0/+2
* RenderView: completed Compute code pathPaul Lemire2016-01-131-10/+26
* Entity: add reference to QComputeJob componentPaul Lemire2016-01-132-0/+31
* RenderView: sliglty modified to later accommodate compute callsPaul Lemire2016-01-135-111/+147
* QParameter: only copy QNodeId when parameter value is a QNodeSubclassPaul Lemire2016-01-131-9/+20
* ComputeJobManager addedPaul Lemire2016-01-134-0/+29
* ComputeJob: backend for QComputeJobPaul Lemire2016-01-133-2/+157
* RenderView Compute handlingPaul Lemire2016-01-132-15/+26
* Rename UniformBuffer to GLBufferPaul Lemire2016-01-134-13/+13
* Shaders: retrieve SSBO blockPaul Lemire2016-01-132-2/+18
* Avoid unnecessary detaching.Volker Krause2016-01-071-3/+3
* Fix RenderViewJob crash on Renderer shutdownMauro Persano2016-01-071-0/+2
* Add a few more QVector::reserve calls.Volker Krause2016-01-072-0/+3
* Avoid expensive multiple QString::arg usage on this hot path.Volker Krause2016-01-061-4/+3
* Use QList::reserve.Volker Krause2016-01-061-0/+6
* Make parentEntityId privateKevin Ottens2015-12-181-1/+3
* The Renderer depends only on the QServiceLocatorKevin Ottens2015-12-183-7/+7
* Move the time property to the rendererKevin Ottens2015-12-184-1/+20
* Pass the QBackendNodeFactory to setSceneRootKevin Ottens2015-12-183-6/+4
* Destroy allocators in aspect not the rendererKevin Ottens2015-12-183-3/+2
* Make QBackendNodeFactory privateKevin Ottens2015-12-171-8/+9
* Move services() and jobManager() to the pimplKevin Ottens2015-12-171-1/+2
* Change the idiom to clear null job dependenciesKevin Ottens2015-12-161-1/+1
* Turn all services private for nowKevin Ottens2015-12-121-1/+1
* Rename Q3D*Event to Q*Event and handle namespaceMike Krus2015-12-102-2/+0
* Move all raycasting code as private in Qt3DRenderKevin Ottens2015-12-104-58/+56
* Reduce specular reflectivity defaultsLaszlo Agocs2015-12-102-3/+3
* Do lighting calculation in world spaceLaszlo Agocs2015-12-101-4/+4
* Make QFrameAllocator privateKevin Ottens2015-12-082-2/+2
* Separate GLSL 1.00 and newer shader snippets for lightsLaszlo Agocs2015-12-071-1/+0
* Indicate light typeLaszlo Agocs2015-12-071-0/+2
* Set lightCount properly with multiple Light componentsLaszlo Agocs2015-12-041-5/+4
* Unify the default and phong shadersLaszlo Agocs2015-12-011-6/+6
* Fix warning, this QChar ctor is deprecatedKevin Ottens2015-12-011-1/+1
* Clean up the shader directoryLaszlo Agocs2015-12-011-6/+6
* Let There Be LightLaszlo Agocs2015-12-012-13/+10
* Set number of lights on the fallback pathLaszlo Agocs2015-11-301-0/+1
* Allow multiple lights per entityLaszlo Agocs2015-11-272-20/+25
* Add a default point light when none was specifiedLaszlo Agocs2015-11-261-0/+6
* Lights: set uniformsLaszlo Agocs2015-11-261-3/+18
* Expose eye position as a uniformLaszlo Agocs2015-11-262-0/+8
* Lights phase 1: infrastructureLaszlo Agocs2015-11-268-7/+129
* Add we mean it to the vao private headerLaszlo Agocs2015-11-251-0/+11
* Do not crash on null vaoLaszlo Agocs2015-11-241-1/+2