| Commit message (Collapse) | Author | Age | Files | Lines |
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The lights must be part of entities that are actually included in the
final scene effect layer. So the light world positions have to be
forwarded from the actual scene entities to some "dummy" light entities
that exist just for the final scene effect render step.
Also correct model / modelNormal matrices must be used for global
normal/position calculation in the GBuffer render step.
Task-number: QTBUG-46707
Change-Id: I380d2e2ecb008ab0606dcd36cd5d98dd1ec41ba6
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I9add67acbfab26c78c137753bb6b81865bf0abcf
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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RGB32F and RGB16F will not work on some drivers.
Shader variables must be initialized to zero, will flicker if not done.
Task-number: QTBUG-56248
Change-Id: Iead5df1a607db80b733aefa73d7a59c8310a8d81
Reviewed-by: Kevin Ottens <kevin.ottens@kdab.com>
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I3602e2c837d351966d7b4216ecde458f80ba53a2
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: If3f9e1e240f6323bf505f81424cba319c912c03a
Task-number: QTBUG-55163
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I4da72e96120c3afe1e555a3f89f920cd5e91e088
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Part of an examples cleanup
Change-Id: If2fe4646b5a57269516f615b0c6d5097723fdb2e
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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