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authorMiikka Heikkinen <miikka.heikkinen@digia.com>2014-09-01 14:45:05 +0300
committerMiikka Heikkinen <miikka.heikkinen@digia.com>2014-09-02 09:11:56 +0300
commit3c2d0623c74cc51d0c3b73e0b56b5f5052676ee4 (patch)
treea808859fae11c73df396768f5783c10b66d16592 /examples/datavisualization/volumetric/volumetric.cpp
parenta20806dac74415f3d8cb6679c9eae86ce074ddae (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.cpp5
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;