diff options
author | Tomi Korpipää <tomi.korpipaa@digia.com> | 2013-06-19 08:37:09 +0300 |
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committer | Tomi Korpipää <tomi.korpipaa@digia.com> | 2013-06-19 08:47:46 +0300 |
commit | 4cf975ad3e8f2bb6785029ffdae1b41841707692 (patch) | |
tree | b4e40ab1203c3316b74e6653b5138a91d7f07720 /src/datavis3d/engine/bars3dcontroller.cpp | |
parent | 3f5ef027cbe49006ff34024226748ee6a5085c34 (diff) |
QML2 shadows fixed again
Hack solution, may cause trouble later on. Should try to find a better
way to fix this.
Change-Id: I440252419a451fd26932c6d851f95259a5c60e24
Change-Id: I440252419a451fd26932c6d851f95259a5c60e24
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
Reviewed-by: Pasi Keränen <pasi.keranen@digia.com>
Diffstat (limited to 'src/datavis3d/engine/bars3dcontroller.cpp')
-rw-r--r-- | src/datavis3d/engine/bars3dcontroller.cpp | 22 |
1 files changed, 8 insertions, 14 deletions
diff --git a/src/datavis3d/engine/bars3dcontroller.cpp b/src/datavis3d/engine/bars3dcontroller.cpp index 0ca79350..07bec2ea 100644 --- a/src/datavis3d/engine/bars3dcontroller.cpp +++ b/src/datavis3d/engine/bars3dcontroller.cpp @@ -206,8 +206,6 @@ void Bars3dController::initializeOpenGL() } initBackgroundShaders(QStringLiteral(":/shaders/vertexShadow"), QStringLiteral(":/shaders/fragmentShadowNoTex")); - // Init the depth buffer (for shadows) - updateDepthBuffer(); } else { if (!m_theme->m_uniformColor) { initShaders(QStringLiteral(":/shaders/vertex"), @@ -882,12 +880,12 @@ void Bars3dController::drawScene(const GLuint defaultFboHandle) #endif } - // Bind bar shader - m_barShader->bind(); - // Enable texturing glEnable(GL_TEXTURE_2D); + // Bind bar shader + m_barShader->bind(); + // Draw bars if (!m_zoomActivated && m_zoomSelection) m_zoomSelection->d_ptr->clear(); @@ -1118,12 +1116,12 @@ void Bars3dController::drawScene(const GLuint defaultFboHandle) } } - // Disable textures - glDisable(GL_TEXTURE_2D); - // Release background shader m_backgroundShader->release(); + // Disable textures + glDisable(GL_TEXTURE_2D); + // Reset culling if (m_negativeValues) { glEnable(GL_CULL_FACE); @@ -1993,8 +1991,6 @@ void Bars3dController::setShadowQuality(ShadowQuality quality) } initBackgroundShaders(QStringLiteral(":/shaders/vertexShadow"), QStringLiteral(":/shaders/fragmentShadowNoTex")); - // Re-init depth buffer - updateDepthBuffer(); } else { // Re-init shaders if (!m_theme->m_uniformColor) { @@ -2006,9 +2002,9 @@ void Bars3dController::setShadowQuality(ShadowQuality quality) } initBackgroundShaders(QStringLiteral(":/shaders/vertex"), QStringLiteral(":/shaders/fragment")); - // Re-init depth buffer - updateDepthBuffer(); } + // Re-init depth buffer + updateDepthBuffer(); #else if (!m_theme->m_uniformColor) { initShaders(QStringLiteral(":/shaders/vertexES2"), @@ -2321,8 +2317,6 @@ void Bars3dController::updateDepthBuffer() m_depthFrameBuffer, m_shadowQuality); } - - qDebug() << "updateDepthBuffer() EXIT m_depthFrameBuffer = " << m_depthFrameBuffer << ", m_depthTexture = " << m_depthTexture; } #endif |