| Commit message (Collapse) | Author | Age | Files | Lines |
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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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Caused issues on VS2010
Change-Id: Iac757662be6f2c733da472acd3b13134c3bf8ee4
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I9f67e0906fc481491a604090a0ade1c8b9c2793c
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: Ieecf6a5f57323d8b19335652a7432af9af7759bf
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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This is called frequently and was previously triggering many temporary
data allocations. By using a separated QStringList and QVector, we
can keep the behavior of the QHash and can remove the temporaries.
Change-Id: Idd7db916341037e98b78730d4f599990041ec706
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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We may be able to make this a private class so as to not use up the
name for a type we may need to export to QML in order to allow the user
to specify a custom bounding box for use with culling if the shader they
are using does some non-standard scaling (e.g. instancing).
Change-Id: Id7120eba6407060507ac3d4c45061ce9670557c7
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Each value in the enums maps directly to the correct GLint for a given
primitive patch.
This allows to still return an int to be used directly by the renderer.
This should also fix compilation error of ES2.
Change-Id: I7ec54dcb2cbb02b67fa6225bb80fb7e691687e2c
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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That implied moving QAbstractMesh to Renderer as well.
Change-Id: I9013bf0458b849f7805d214a70580a80e86d8c84
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Also extended Renderer and friends to support setting the number
of vertices per patch with glPathParameteri(GL_PATCH_VERTICES, n).
To support this QMeshData now also stores the vertices per patch.
This demonstrates how to tessellate using quad tessellation mode.
Follow-up commits will add objects to show triangle and isoline
modes.
Change-Id: I68afb31815db430d0b4d8d9cc525efcfb9a216fc
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I23a466ebd29666bed1c56f29c6f049544a4eca23
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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