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* Give access to FrameGraphNode as a grouping nodeKevin Ottens2016-10-141-0/+3
* ShaderData: add getter to retrieve transform type of propertiesPaul Lemire2016-09-071-1/+1
* LoadSceneJob: set the status after the subtreePaul Lemire2016-09-071-7/+9
* ShaderData: refactoringPaul Lemire2016-09-052-5/+17
* LoadSceneJob: make testablePaul Lemire2016-08-292-2/+26
* LoadTextureDataJob: No crash on null texture dataKevin Ottens2016-08-241-1/+2
* QSceneLoader: status is updated from the backendPaul Lemire2016-08-231-5/+18
* LoadSceneJob: always call Scene::setSubTree()Paul Lemire2016-08-111-11/+17
* Fix regression: remove disabled entities from the renderingPaul Lemire2016-08-101-2/+9
* RenverViewInitializerJob: remove unused includePaul Lemire2016-08-091-1/+0
* Send release events to all pressed object pickers that are hitAndy Shaw2016-08-071-4/+5
* Prevent duplicate pick events being generatedAntti Määttä2016-08-051-1/+10
* Consistently declare Plane as a structSean Harmer2016-08-041-1/+1
* LayerFiltering: move enabled filtering into job directlyPaul Lemire2016-07-182-9/+23
* RenderStates: remove RenderStateCollectionPaul Lemire2016-07-172-7/+7
* Fix frustum culling testSean Harmer2016-07-111-6/+6
* Fix crash in LightSource sortingPaul Lemire2016-07-081-1/+1
* Renderer: decouple buffer/texture updates from draw commandsPaul Lemire2016-07-051-2/+3
* Renderer/RenderView: store only renderTarget nodeIdPaul Lemire2016-07-041-2/+2
* Fix compilation when using QT3D_JOBS_RUN_STATSPaul Lemire2016-07-041-1/+1
* Fix warnings that occur when QT3D_JOBS_RUN_STATS is not definedPaul Lemire2016-07-043-0/+6
* Further job improvementsPaul Lemire2016-07-043-10/+14
* Use UpdateWorldTransformJobPaul Lemire2016-07-041-3/+1
* Add UpdateWorldBoundingVolumeJobPaul Lemire2016-07-044-3/+164
* Rename UpdateBoundingVolumeJob -> ExpandBoundingVolumeJobPaul Lemire2016-07-044-16/+16
* FilterEntityByComponentJob: return a reference rather than a copyPaul Lemire2016-07-031-1/+1
* Render: remove Unknown job typePaul Lemire2016-07-031-2/+1
* Move jobs into RendererPaul Lemire2016-07-038-11/+35
* Split RenderCommand building into more jobsPaul Lemire2016-07-033-7/+13
* Use the LightGathering jobPaul Lemire2016-07-031-1/+0
* FilterEntityByComponentJob: use Q_DECL_NOTHROWPaul Lemire2016-07-031-2/+2
* Add a LightGatherer jobPaul Lemire2016-07-034-3/+168
* MaterialParameterGatherJob: use Q_DECL_NOTHROWPaul Lemire2016-07-031-5/+5
* Use more instances of MaterialParameter when necessaryPaul Lemire2016-07-032-2/+4
* Split RenderViewJobsPaul Lemire2016-07-034-18/+4
* Improve MaterialGatheringPaul Lemire2016-07-032-3/+5
* Add FrustumCullingJobPaul Lemire2016-07-034-3/+206
* RenderViewJob: renamed to RenderViewInitializerJobPaul Lemire2016-07-033-72/+29
* Add RenderViewBuilderJobPaul Lemire2016-07-034-3/+214
* FilterJobs: add shared pointer typedefPaul Lemire2016-07-024-0/+11
* Add GenericLambdaJobPaul Lemire2016-07-022-1/+92
* MaterialParameterGathererJob addedPaul Lemire2016-07-024-3/+238
* RenderViewJobUtils: small cleanupPaul Lemire2016-07-022-33/+41
* Update FilterEntityByComponentJob to use QResourcesManager::activeHandlesPaul Lemire2016-07-021-14/+7
* Update FiterLayerEntityJob to use QResourceManager::activeHandlesPaul Lemire2016-07-022-27/+23
* Add job to filter the Entity tree by component typePaul Lemire2016-07-023-2/+116
* Unit tests for layer filtering jobPaul Lemire2016-07-022-0/+0
* Add FilterLayerEntity jobPaul Lemire2016-07-024-3/+214
* RenderViewJobUtils: small coding style fixPaul Lemire2016-06-301-1/+1
* Texture loading improvementPaul Lemire2016-06-301-0/+2