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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 /src/datavisualization/data/customrenderitem.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 'src/datavisualization/data/customrenderitem.cpp')
-rw-r--r--src/datavisualization/data/customrenderitem.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/datavisualization/data/customrenderitem.cpp b/src/datavisualization/data/customrenderitem.cpp
index c316fd38..555f48b7 100644
--- a/src/datavisualization/data/customrenderitem.cpp
+++ b/src/datavisualization/data/customrenderitem.cpp
@@ -42,7 +42,8 @@ CustomRenderItem::CustomRenderItem()
m_sliceIndexY(-1),
m_sliceIndexZ(-1),
m_alphaMultiplier(1.0f),
- m_preserveOpacity(true)
+ m_preserveOpacity(true),
+ m_useHighDefShader(true)
{
}