diff options
Diffstat (limited to 'src/datavisualization/engine')
-rw-r--r-- | src/datavisualization/engine/bars3drenderer.cpp | 2 | ||||
-rw-r--r-- | src/datavisualization/engine/scatter3drenderer.cpp | 1 | ||||
-rw-r--r-- | src/datavisualization/engine/surface3drenderer.cpp | 3 |
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 |