| Commit message (Collapse) | Author | Age | Files | Lines |
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- Use the framepreparation job to detect if a buffer of the pickAttribute of
an ObjectPicker is dirty, in which case the ObjectPicker is marked as dirty
so that it will be recomputed
- Remove checks for pickAttribute dirtiness in calcboundingvolumejob
Change-Id: Ied21d7af1446c70d3f6e04a3f0690dc4ed4d024e
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I80543a1fa2cd48a9d28b043f3e41d734fe83ed4b
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I940a8ea898a338f20bb9abbebcc1fcef9830a118
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I0a0fcd47d13898589f1e73829d21b48562738eef
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I600c83c4414ff221f7c720241cf85a3a2ce9f43f
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I3822fccce07e1df886d0b90d8978f9ebd8b7bf17
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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instead of one instance per frame
Change-Id: Ie66e4dbb132399c956a767987be43090e2cace26
Reviewed-by: Andy Nichols <andy.nichols@theqtcompany.com>
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instead of creating one every frame
Change-Id: I577c7c92f0c9ab00db96e8328c0f32efdb1110d6
Reviewed-by: Andy Nichols <andy.nichols@theqtcompany.com>
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instead of creating one every frame
Change-Id: If5f88f0c4caa6f1621332394f264f2491730d37b
Reviewed-by: Andy Nichols <andy.nichols@theqtcompany.com>
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Instead of recreating one every frame
Change-Id: I378b9cae4742342d1a5cf7dc4f8042a4182e2b6f
Reviewed-by: Andy Nichols <andy.nichols@theqtcompany.com>
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This is for consistency between the C++ namespaces and QML imports and
with the other aspects.
Change-Id: I73392f138b4e519b12888f52530123e3d0ba445e
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: If88c0da6b722ae41f62a858356f917cfd9b7d1e9
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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For BackToFront sorting to work we need to calculate a depth value based
on the entity's bounding spheres. This is currently missing as there is no
AABB from which the RenderEntity's localBoundingVolume could be
calculated.
Bring it back.
RenderEntity contains two world bounding volumes from now on: just
having one that includes the children is not ideal because in some cases
we want to know the entitys own bounding volume not including the children.
This is the case when building render commands for example.
Change-Id: I20f5bccdc3f868bcbd5faa3164f0e9995a3171ec
Reviewed-by: Andy Nichols <andy.nichols@theqtcompany.com>
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Update other aspects, tests and examples accordingly.
Change-Id: Ib1bcf0bdf4f5aec4422dc0c80bfc32b27fb1a317
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: Ic4a69123255c33990765ea3601e01914c2d8cb70
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I0c9e83e3142e6b083feb2cbcabcc4279de64b95b
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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