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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_p.h
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_p.h')
-rw-r--r--src/datavisualization/data/customrenderitem_p.h3
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;