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author | Mika Salmela <mika.salmela@digia.com> | 2014-10-10 15:56:47 +0300 |
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committer | Tomi Korpipää <tomi.korpipaa@digia.com> | 2014-10-13 06:39:49 +0300 |
commit | 9b35362d50200de75e5c685840c00346d37dcf48 (patch) | |
tree | 8144ca28d22e6b163e7aed7cbc9dd219666a5689 /src/datavisualization/engine/surface3drenderer_p.h | |
parent | fd9486b6cbe28a766450e35ad97d845584f56fb1 (diff) |
Remove separate depth texture for surface shadows
Use the same depth texture for the backwall and the surfaces. No need
to any culled texture.
Task-number: QTRD-3160
Change-Id: I7a4e8aa61b98d5264a92173174e911e50af8d52a
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@theqtcompany.com>
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
Diffstat (limited to 'src/datavisualization/engine/surface3drenderer_p.h')
-rw-r--r-- | src/datavisualization/engine/surface3drenderer_p.h | 1 |
1 files changed, 0 insertions, 1 deletions
diff --git a/src/datavisualization/engine/surface3drenderer_p.h b/src/datavisualization/engine/surface3drenderer_p.h index b02bd456..090fe8a9 100644 --- a/src/datavisualization/engine/surface3drenderer_p.h +++ b/src/datavisualization/engine/surface3drenderer_p.h @@ -61,7 +61,6 @@ private: float m_scaleX; float m_scaleY; float m_scaleZ; - GLuint m_depthModelTexture; GLuint m_depthFrameBuffer; GLuint m_selectionFrameBuffer; GLuint m_selectionDepthBuffer; |