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authorTomi Korpipää <tomi.korpipaa@digia.com>2013-08-16 08:37:39 +0300
committerTomi Korpipää <tomi.korpipaa@digia.com>2013-08-16 09:00:28 +0300
commitcc19aed01cbd471d43287bc8f33525cfddf7a728 (patch)
treeb725832e0577b26a573624eeab78cbe09d4868c1 /src/datavis3d/engine/bars3drenderer.cpp
parent29f6433606cebe3299e9915ae32bae7dfaed2770 (diff)
Removed duplicate code
+ fixed a couple of signal connections Change-Id: I5da54e32472e67b8f40092d0a18b952490e0e62b Reviewed-by: Mika Salmela <mika.salmela@digia.com> Reviewed-by: Pasi Keränen <pasi.keranen@digia.com>
Diffstat (limited to 'src/datavis3d/engine/bars3drenderer.cpp')
-rw-r--r--src/datavis3d/engine/bars3drenderer.cpp38
1 files changed, 4 insertions, 34 deletions
diff --git a/src/datavis3d/engine/bars3drenderer.cpp b/src/datavis3d/engine/bars3drenderer.cpp
index 908b7888..81bad91f 100644
--- a/src/datavis3d/engine/bars3drenderer.cpp
+++ b/src/datavis3d/engine/bars3drenderer.cpp
@@ -1568,7 +1568,7 @@ void Bars3dRenderer::updateBackgroundEnabled(bool enable)
void Bars3dRenderer::updateShadowQuality(QDataVis::ShadowQuality quality)
{
- qDebug() << "Bars3dRenderer::setShadowQuality" << quality;
+ qDebug() << __FUNCTION__ << quality;
m_cachedShadowQuality = quality;
switch (quality) {
case QDataVis::ShadowLow:
@@ -1584,42 +1584,12 @@ void Bars3dRenderer::updateShadowQuality(QDataVis::ShadowQuality quality)
m_shadowQualityToShader = 0.0f;
break;
}
+
+ handleShadowQualityChange();
+
#if !defined(QT_OPENGL_ES_2)
- if (m_cachedShadowQuality > QDataVis::ShadowNone) {
- // Re-init shaders
- if (!m_cachedTheme.m_uniformColor) {
- initShaders(QStringLiteral(":/shaders/vertexShadow"),
- QStringLiteral(":/shaders/fragmentShadowNoTexColorOnY"));
- } else {
- initShaders(QStringLiteral(":/shaders/vertexShadow"),
- QStringLiteral(":/shaders/fragmentShadowNoTex"));
- }
- initBackgroundShaders(QStringLiteral(":/shaders/vertexShadow"),
- QStringLiteral(":/shaders/fragmentShadowNoTex"));
- } else {
- // Re-init shaders
- if (!m_cachedTheme.m_uniformColor) {
- initShaders(QStringLiteral(":/shaders/vertex"),
- QStringLiteral(":/shaders/fragmentColorOnY"));
- } else {
- initShaders(QStringLiteral(":/shaders/vertex"),
- QStringLiteral(":/shaders/fragment"));
- }
- initBackgroundShaders(QStringLiteral(":/shaders/vertex"),
- QStringLiteral(":/shaders/fragment"));
- }
// Re-init depth buffer
updateDepthBuffer();
-#else
- if (!m_cachedTheme.m_uniformColor) {
- initShaders(QStringLiteral(":/shaders/vertexES2"),
- QStringLiteral(":/shaders/fragmentColorOnYES2"));
- } else {
- initShaders(QStringLiteral(":/shaders/vertexES2"),
- QStringLiteral(":/shaders/fragmentES2"));
- }
- initBackgroundShaders(QStringLiteral(":/shaders/vertexES2"),
- QStringLiteral(":/shaders/fragmentES2"));
#endif
}