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* Revert "Update commercial license headers"v5.15.3-lts-lgplTarja Sundqvist2021-03-231-20/+20
| | | | | | | | | | | This reverts commit 03e5f60e585701608c1181365faee484d7a1f14c. Revert of commercial license headers is required for Qt 5.15.3 opensource release. Task-number: QTBUG-91108 Change-Id: I359e89ed77b1b2750607617d138ebb6c316f0296 Reviewed-by: Jani Heikkinen <jani.heikkinen@qt.io>
* Update commercial license headersTarja Sundqvist2021-02-021-20/+20
| | | | | | | | | | | | | | | | Updated header.COMM to the files in tqtc-qt3d. Examples, documentation files or tests are not updated. The commercial license header may contain some additional lines so that its line count equals with the earlier license header. Reason for this is that some autotests use hard coded line numbers and a change in the line count causes failures in tests. Task-number: QTQAINFRA-4155 Change-Id: I139c8ad72c042b0900239decc36cfed4bc1c4951 Reviewed-by: Jukka Jokiniva <jukka.jokiniva@qt.io>
* Make the OpenGL renderer a pluginPaul Lemire2020-02-051-1/+1
| | | | | | | | By default the QRenderAspect will try to load this plugin Change-Id: Ie55e207fb8e6d0b64f717bbb99699eb669eaa3f2 Task-number: QTBUG-61151 Reviewed-by: Mike Krus <mike.krus@kdab.com>
* Clean QJoint message handlingMike Krus2019-10-111-1/+0
| | | | | Change-Id: Ib09024017a2d213e50b3acc89d7c411728eb1869 Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
* Update QJoint to use direct syncMike Krus2019-09-181-2/+1
| | | | | Change-Id: I2b86f182a61c18cb6608f2f89938ab342160c924 Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
* Trigger a skeleton re-load when an inverse bind matrix changesSean Harmer2017-08-161-1/+9
| | | | | | | | This is a rare operation so should not be a problem to do a full skeleton rebuild when it happens. Change-Id: I00c3293dfff91d99bda762051714cb9eaae2c40f Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
* Create SkeletonData from Joint backend nodesSean Harmer2017-08-161-0/+5
| | | | | | | | | | | | | | This can be done either by using a QSkeleton on the frontend or with a QSkeletonLoader that has the createJointsEnabled property set to true. In the latter case, the loader creates the joint node hierarchy on the backend then moves them to the main thread in a similar way to QGeometryRenderer handles Geoemtry. Once the joint hierarchy is set on the frontend QSkeletonLoader, it notifies the backend and from there it follows the same code path as for QSkeleton. Change-Id: I5f673e154bb3a3e677b80b8ee984f4168403c288 Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
* Add backend node for QJointSean Harmer2017-08-161-0/+113
Change-Id: Ie06f41aefebf9c5c5d8dd8bcd68f9f352799ad18 Reviewed-by: Paul Lemire <paul.lemire@kdab.com>