| Commit message (Collapse) | Author | Age | Files | Lines |
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- Remove multiple \namespace commands for namespace Qt3D. QDoc in 5.5
is now able to collate namespace members from multiple modules.
- Mark 'Q...Private' classes and functions taking private arguments as
\internal
- Use correct \qtvariable for Qt 3D Core and Render
- Add src/plugins directory to Qt 3D Core documentation build to
correctly generate Assimp-related documentation.
- Ensure documentation for C++ properties is visible by
using the \property command instead of documenting the
setter/getter functions.
- Add export and logging macros to qdoc ignore directives
- Remove unnecessary use of \fn command
- Language and styling fixes
Change-Id: I2481fa30ad2f6869b85c038c20ff1730b8522d46
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Similarly to d_ptr/d_func(), q_ptr should be accessed from the base class,
whilst q_func() is a Qt'ish way to access it from subclasses.
Change-Id: Iab2cf870f7b3f7d1aea89e827b52b8a7c958b907
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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The new QPerVertexColorMaterial class provides color per vertex rendering.
Change-Id: Idc87c21a07c2c8cd1ebfd5bed54c300c55e307ba
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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As for preparation for Qt5.5 release the copyright header is
updated to correspond the current license requirements.
Change-Id: I36632918b66f455539453b42c369689fb11298ec
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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That enforces to use one of the subclasses.
Change-Id: Idba7300ed322954ba6866c4a262ad4ee74c024e5
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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This is done prior to the whole texture API refactoring.
Doc was also added, might need improvement later on but a base is present at
least.
Change-Id: I75589f14dfbfba7bc4250b2e0960670e020ed38a
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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The ES2 variants of the shaders have a default uniform value of 0.
To be compatible with the other versions, start specifying the
values for lightPosition and Intensity from C++, just like we already
do from QML. This way the default values are coming from one single
unified place regardless of the shader version in use, and examples
like simple-cpp will work identically to simple-qml, even on ES2.
Change-Id: If60185d0d3039e4354da8cc6e6b21a0db0bae963
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: Ifcfc9d65bed2a80e355529f6e0cfafa4bd41f836
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I6eb6fe3929c63f59a8bbf0f3904efaa635f1223b
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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QDiffuseMapMaterial
QDiffuseSpecularMapMaterial
QNormalDiffuseMapMaterial
QNormalDiffuseAlphaMapMaterial
QNormalDiffuseSpecularMapMaterial
material-cpp is mostly inspired from materials (QML) but nicer :).
Note: there seems to be an issue with qrc and QUrl. The behavior is different
between QML and C++.
-In C++ we need to prefix with have qrc:/ and convert that to :/ (passing :/
directly returns "" when QUrl toString is called)
-From QML no prefix is needed.
-For QImage path, :/ should be used.
Change-Id: Ib56fb9546c95c2872686a46ed048a290ab4a5b6f
Task-number: QTBUG-41548
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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QPhongMaterial is a default phong lightning implementation to be used in Qt3D
scenes created from C++.
Supports OpenGL 3.1, 2.0 and ES 2.0
Change-Id: I6f57ccf7ae2264cd0110de2081de841406a5efc4
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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