From 68e0e8837a7437b483d8639167a6ebad57b1dd35 Mon Sep 17 00:00:00 2001 From: Sean Harmer Date: Sun, 10 Jul 2016 15:27:01 +0100 Subject: Save per-fragment normalization by doing it CPU side once when set The spot light local direction was being normalized in the fragment shader which is a lot of work. Much better to normalize it once on the CPU side when it is updated. Change-Id: I87045462b6b09fad4262f5755493b87595d29f11 Reviewed-by: Sean Harmer --- tests/auto/render/qabstractlight/tst_qabstractlight.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'tests') diff --git a/tests/auto/render/qabstractlight/tst_qabstractlight.cpp b/tests/auto/render/qabstractlight/tst_qabstractlight.cpp index 68fc2cd30..bc67148d2 100644 --- a/tests/auto/render/qabstractlight/tst_qabstractlight.cpp +++ b/tests/auto/render/qabstractlight/tst_qabstractlight.cpp @@ -276,7 +276,7 @@ private Q_SLOTS: change = arbiter.events[2].staticCast(); QCOMPARE(change->propertyName(), "localDirection"); QCOMPARE(change->subjectId(), spotLight->id()); - QCOMPARE(change->value().value(), QVector3D(0.5f, 0.0f, -1.0f)); + QCOMPARE(change->value().value(), QVector3D(0.5f, 0.0f, -1.0f).normalized()); QCOMPARE(change->type(), Qt3DCore::PropertyUpdated); change = arbiter.events[3].staticCast(); QCOMPARE(change->propertyName(), "cutOffAngle"); -- cgit v1.2.3