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authorMiikka Heikkinen <miikka.heikkinen@digia.com>2014-09-01 14:45:05 +0300
committerMiikka Heikkinen <miikka.heikkinen@digia.com>2014-09-02 09:11:56 +0300
commit3c2d0623c74cc51d0c3b73e0b56b5f5052676ee4 (patch)
treea808859fae11c73df396768f5783c10b66d16592 /tests/volumetrictest
parenta20806dac74415f3d8cb6679c9eae86ce074ddae (diff)
Add option to use low definition volume shader.
Low definition volume shader samples the texture at even intervals, so it will sometimes skip texels, causing flickering. Change-Id: Iee6cb0e8893498b89ce1a40f34701a53d100283e Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
Diffstat (limited to 'tests/volumetrictest')
-rw-r--r--tests/volumetrictest/volumetrictest.cpp4
1 files changed, 4 insertions, 0 deletions
diff --git a/tests/volumetrictest/volumetrictest.cpp b/tests/volumetrictest/volumetrictest.cpp
index 554373cb..9c89e761 100644
--- a/tests/volumetrictest/volumetrictest.cpp
+++ b/tests/volumetrictest/volumetrictest.cpp
@@ -51,6 +51,10 @@ VolumetricModifier::VolumetricModifier(Q3DScatter *scatter)
createAnotherVolume();
createYetAnotherVolume();
+// m_volumeItem->setUseHighDefShader(false);
+// m_volumeItem2->setUseHighDefShader(false);
+// m_volumeItem3->setUseHighDefShader(false);
+
m_plainItem = new QCustom3DItem;
QImage texture(2, 2, QImage::Format_ARGB32);
texture.fill(QColor(200, 200, 200, 130));