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authorMiikka Heikkinen <miikka.heikkinen@digia.com>2014-02-12 12:27:31 +0200
committerTomi Korpipää <tomi.korpipaa@digia.com>2014-02-13 06:23:16 +0200
commit396a01b4748decf4080add69471ee846a3d2dc46 (patch)
treebd28fe86dede542ae54c6410ddb5af9c941231de /src/datavisualization
parentda3a9d21f5dbbc50d6db9cde81a96f7af9bba093 (diff)
Take qml_plugin.prf into use
Enables us to lose a bunch of hacks. Change-Id: Id7641012004428aa9782cfb5dbaf9fc9c4629706 Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
Diffstat (limited to 'src/datavisualization')
-rw-r--r--src/datavisualization/engine/bars3drenderer.cpp2
-rw-r--r--src/datavisualization/engine/scatter3drenderer.cpp1
-rw-r--r--src/datavisualization/engine/surface3drenderer.cpp3
3 files changed, 6 insertions, 0 deletions
diff --git a/src/datavisualization/engine/bars3drenderer.cpp b/src/datavisualization/engine/bars3drenderer.cpp
index 2c2654e6..bb702119 100644
--- a/src/datavisualization/engine/bars3drenderer.cpp
+++ b/src/datavisualization/engine/bars3drenderer.cpp
@@ -1291,6 +1291,8 @@ void Bars3DRenderer::drawScene(GLuint defaultFboHandle)
// Draw the object
m_drawer->drawObject(barShader, barObj, gradientTexture, m_depthTexture);
} else
+#else
+ Q_UNUSED(shadowLightStrength);
#endif
{
// Set shadowless shader bindings
diff --git a/src/datavisualization/engine/scatter3drenderer.cpp b/src/datavisualization/engine/scatter3drenderer.cpp
index bed3070b..d6f34a67 100644
--- a/src/datavisualization/engine/scatter3drenderer.cpp
+++ b/src/datavisualization/engine/scatter3drenderer.cpp
@@ -447,6 +447,7 @@ void Scatter3DRenderer::drawScene(const GLuint defaultFboHandle)
ShaderHelper *pointSelectionShader = m_selectionShader;
#else
+ Q_UNUSED(havePointSeries);
ShaderHelper *pointSelectionShader = m_pointShader;
#endif
ShaderHelper *selectionShader = m_selectionShader;
diff --git a/src/datavisualization/engine/surface3drenderer.cpp b/src/datavisualization/engine/surface3drenderer.cpp
index 194509f8..fbc0e914 100644
--- a/src/datavisualization/engine/surface3drenderer.cpp
+++ b/src/datavisualization/engine/surface3drenderer.cpp
@@ -896,6 +896,7 @@ void Surface3DRenderer::drawSlicedScene()
void Surface3DRenderer::drawScene(GLuint defaultFboHandle)
{
bool noShadows = true;
+
GLfloat backgroundRotation = 0;
QVector3D lightColor = Utils::vectorFromColor(m_cachedTheme->lightColor());
@@ -1279,6 +1280,8 @@ void Surface3DRenderer::drawScene(GLuint defaultFboHandle)
else
m_drawer->drawObject(m_backgroundShader, m_backgroundObj, 0, m_depthTexture);
} else
+#else
+ Q_UNUSED(noShadows);
#endif
{
// Set shadowless shader bindings