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authorMiikka Heikkinen <miikka.heikkinen@digia.com>2013-10-31 12:25:00 +0200
committerMiikka Heikkinen <miikka.heikkinen@digia.com>2013-10-31 13:34:06 +0200
commit3f2dd48dbbb2a67ffc00ddab36b44c0449455126 (patch)
tree3999ef41197f8861a867cb5ec95361e5dd77e297 /src/datavisualization/engine/scatter3drenderer.cpp
parentb44b030ec0c74649daee92160c73cbd2fe93d7c1 (diff)
Cleaning controller callbacks from renderers, part 2
Removed m_controller from renderers so it won't accidentally be used again. Replaced the remaining callbacks with queued signals. Task-number: QTRD-2216 Change-Id: Ib10bc661bcdc3d810baa8b2513f5e6dd67f7207e Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
Diffstat (limited to 'src/datavisualization/engine/scatter3drenderer.cpp')
-rw-r--r--src/datavisualization/engine/scatter3drenderer.cpp40
1 files changed, 2 insertions, 38 deletions
diff --git a/src/datavisualization/engine/scatter3drenderer.cpp b/src/datavisualization/engine/scatter3drenderer.cpp
index ed69d88d..f0534c77 100644
--- a/src/datavisualization/engine/scatter3drenderer.cpp
+++ b/src/datavisualization/engine/scatter3drenderer.cpp
@@ -52,7 +52,6 @@ const GLfloat gridLineWidth = 0.005f;
Scatter3DRenderer::Scatter3DRenderer(Scatter3DController *controller)
: Abstract3DRenderer(controller),
- m_controller(controller),
m_selectedItem(0),
m_xFlipped(false),
m_zFlipped(false),
@@ -1505,43 +1504,8 @@ void Scatter3DRenderer::updateDepthBuffer()
m_depthTexture = m_textureHelper->createDepthTexture(m_mainViewPort.size(),
m_depthFrameBuffer,
m_shadowQualityMultiplier);
- if (!m_depthTexture) {
- switch (m_cachedShadowQuality) {
- case QDataVis::ShadowQualityHigh:
- qWarning("Creating high quality shadows failed. Changing to medium quality.");
- (void)m_controller->setShadowQuality(QDataVis::ShadowQualityMedium);
- updateShadowQuality(QDataVis::ShadowQualityMedium);
- break;
- case QDataVis::ShadowQualityMedium:
- qWarning("Creating medium quality shadows failed. Changing to low quality.");
- (void)m_controller->setShadowQuality(QDataVis::ShadowQualityLow);
- updateShadowQuality(QDataVis::ShadowQualityLow);
- break;
- case QDataVis::ShadowQualityLow:
- qWarning("Creating low quality shadows failed. Switching shadows off.");
- (void)m_controller->setShadowQuality(QDataVis::ShadowQualityNone);
- updateShadowQuality(QDataVis::ShadowQualityNone);
- break;
- case QDataVis::ShadowQualitySoftHigh:
- qWarning("Creating soft high quality shadows failed. Changing to soft medium quality.");
- (void)m_controller->setShadowQuality(QDataVis::ShadowQualitySoftMedium);
- updateShadowQuality(QDataVis::ShadowQualitySoftMedium);
- break;
- case QDataVis::ShadowQualitySoftMedium:
- qWarning("Creating soft medium quality shadows failed. Changing to soft low quality.");
- (void)m_controller->setShadowQuality(QDataVis::ShadowQualitySoftLow);
- updateShadowQuality(QDataVis::ShadowQualitySoftLow);
- break;
- case QDataVis::ShadowQualitySoftLow:
- qWarning("Creating soft low quality shadows failed. Switching shadows off.");
- (void)m_controller->setShadowQuality(QDataVis::ShadowQualityNone);
- updateShadowQuality(QDataVis::ShadowQualityNone);
- break;
- default:
- // You'll never get here
- break;
- }
- }
+ if (!m_depthTexture)
+ lowerShadowQuality();
}
}
#endif