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authorMika Salmela <mika.salmela@digia.com>2014-10-10 15:56:47 +0300
committerTomi Korpipää <tomi.korpipaa@digia.com>2014-10-13 06:39:49 +0300
commit9b35362d50200de75e5c685840c00346d37dcf48 (patch)
tree8144ca28d22e6b163e7aed7cbc9dd219666a5689 /src/datavisualization/engine/surface3drenderer_p.h
parentfd9486b6cbe28a766450e35ad97d845584f56fb1 (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.h1
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;