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authorMiikka Heikkinen <miikka.heikkinen@digia.com>2013-10-15 12:52:02 +0300
committerMiikka Heikkinen <miikka.heikkinen@digia.com>2013-10-15 12:56:39 +0300
commit7861ae308bd9fd495f677400cc07c657a1439656 (patch)
tree994bab0cd5a31728ec653c2b3886ee15bed8ced0 /src/datavisualization/engine/surface3drenderer.cpp
parent0109b085710bfabc81faf43118ad5654cbd96081 (diff)
Fix crashes and bugs when using surface with ES2
+Fix compile warnings +Fix qmlsurface example Change-Id: I28bbf38e7aa51b1ec315374182a9daae8eded87c Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
Diffstat (limited to 'src/datavisualization/engine/surface3drenderer.cpp')
-rw-r--r--src/datavisualization/engine/surface3drenderer.cpp10
1 files changed, 4 insertions, 6 deletions
diff --git a/src/datavisualization/engine/surface3drenderer.cpp b/src/datavisualization/engine/surface3drenderer.cpp
index 7aec3ff4..b73332f3 100644
--- a/src/datavisualization/engine/surface3drenderer.cpp
+++ b/src/datavisualization/engine/surface3drenderer.cpp
@@ -114,7 +114,6 @@ Surface3DRenderer::Surface3DRenderer(Surface3DController *controller)
m_selectionModeChanged(false),
m_hasHeightAdjustmentChanged(true)
{
-#if !defined(QT_OPENGL_ES_2)
// Check if flat feature is supported
ShaderHelper tester(this, QStringLiteral(":/shaders/vertexSurfaceFlat"),
QStringLiteral(":/shaders/fragmentSurfaceFlat"));
@@ -122,7 +121,6 @@ Surface3DRenderer::Surface3DRenderer(Surface3DController *controller)
m_flatSupported = false;
m_controller->setSmoothSurface(true);
}
-#endif
m_cachedSmoothSurface = m_controller->smoothSurface();
updateSurfaceGridStatus(m_controller->surfaceGrid());
@@ -815,13 +813,13 @@ void Surface3DRenderer::drawScene(GLuint defaultFboHandle)
QMatrix4x4 depthProjectionMatrix;
QMatrix4x4 depthProjectionViewMatrix;
- GLfloat adjustedLightStrength = m_cachedTheme.m_lightStrength / 10.0f;
QVector3D surfaceScaler(m_surfaceScaleX, 1.0f, m_surfaceScaleZ);
QVector3D surfaceOffset(m_surfaceOffsetX, 0.0f, m_surfaceOffsetZ + zComp);
// Draw depth buffer
#if !defined(QT_OPENGL_ES_2)
+ GLfloat adjustedLightStrength = m_cachedTheme.m_lightStrength / 10.0f;
if (m_cachedShadowQuality > QDataVis::ShadowQualityNone && m_surfaceObj) {
// Render scene into a depth texture for using with shadow mapping
// Enable drawing to depth framebuffer
@@ -966,10 +964,10 @@ void Surface3DRenderer::drawScene(GLuint defaultFboHandle)
m_selectionShader->release();
// Put the RGBA value back to uint
-#if defined (Q_OS_ANDROID)
- selectionId = pixel[0] + pixel[1] * 256 + pixel[2] * 65536;
-#else
+#if !defined(QT_OPENGL_ES_2)
selectionId = pixel[0] + pixel[1] * 256 + pixel[2] * 65536 + pixel[3] * 16777216;
+#else
+ selectionId = pixel[0] + pixel[1] * 256 + pixel[2] * 65536;
#endif
selectionDirty = true;