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author | Miikka Heikkinen <miikka.heikkinen@digia.com> | 2014-09-01 14:45:05 +0300 |
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committer | Miikka Heikkinen <miikka.heikkinen@digia.com> | 2014-09-02 09:11:56 +0300 |
commit | 3c2d0623c74cc51d0c3b73e0b56b5f5052676ee4 (patch) | |
tree | a808859fae11c73df396768f5783c10b66d16592 /examples/datavisualization/volumetric/volumetric.cpp | |
parent | a20806dac74415f3d8cb6679c9eae86ce074ddae (diff) |
Add option to use low definition volume shader.
Low definition volume shader samples the texture at even
intervals, so it will sometimes skip texels, causing flickering.
Change-Id: Iee6cb0e8893498b89ce1a40f34701a53d100283e
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
Diffstat (limited to 'examples/datavisualization/volumetric/volumetric.cpp')
-rw-r--r-- | examples/datavisualization/volumetric/volumetric.cpp | 5 |
1 files changed, 5 insertions, 0 deletions
diff --git a/examples/datavisualization/volumetric/volumetric.cpp b/examples/datavisualization/volumetric/volumetric.cpp index 56f02dcb..1de4b1b7 100644 --- a/examples/datavisualization/volumetric/volumetric.cpp +++ b/examples/datavisualization/volumetric/volumetric.cpp @@ -338,6 +338,11 @@ void VolumetricModifier::setPreserveOpacity(bool enabled) adjustSliceZ(m_sliceSliderZ->value()); } +void VolumetricModifier::setUseHighDefShader(bool enabled) +{ + m_volumeItem->setUseHighDefShader(enabled); +} + void VolumetricModifier::adjustAlphaMultiplier(int value) { float mult; |