diff options
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 /src/datavisualization/data/customrenderitem_p.h | |
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 'src/datavisualization/data/customrenderitem_p.h')
-rw-r--r-- | src/datavisualization/data/customrenderitem_p.h | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/src/datavisualization/data/customrenderitem_p.h b/src/datavisualization/data/customrenderitem_p.h index 5428ce43..5024270a 100644 --- a/src/datavisualization/data/customrenderitem_p.h +++ b/src/datavisualization/data/customrenderitem_p.h @@ -96,6 +96,8 @@ public: inline float alphaMultiplier() const { return m_alphaMultiplier; } inline void setPreserveOpacity(bool enable) { m_preserveOpacity = enable; } inline bool preserveOpacity() const { return m_preserveOpacity; } + inline void setUseHighDefShader(bool enable) { m_useHighDefShader = enable; } + inline bool useHighDefShader() const {return m_useHighDefShader; } private: Q_DISABLE_COPY(CustomRenderItem) @@ -126,6 +128,7 @@ private: int m_sliceIndexZ; float m_alphaMultiplier; bool m_preserveOpacity; + bool m_useHighDefShader; }; typedef QHash<QCustom3DItem *, CustomRenderItem *> CustomRenderItemArray; |