| Commit message (Collapse) | Author | Age | Files | Lines |
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Not allowing bias go below 0.001 prevents the shadow acne. Faulty formula
for lighning direction.
Task-number: QTRD-3382
Change-Id: Ided8bf423a961744ace8bef32ae18d6fa2c443ef
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@theqtcompany.com>
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Since shaders needed fixing anyway for surface because of this,
also implements the support for object gradients for surface,
which was missing.
Task-number: QTRD-2666
Task-number: QTRD-3211
Change-Id: I0c5da7fdfef308a96ec0bae4750fd22035da4e82
Reviewed-by: Mika Salmela <mika.salmela@digia.com>
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Task-number: QTRD-3001
Changed all colors to QVector4Ds to avoid mixups with vec4 and vec3 colors
in shaders.
Change-Id: I8b44b4d711befca900dd35b3386881f7c31d7dd5
Change-Id: I8b44b4d711befca900dd35b3386881f7c31d7dd5
Reviewed-by: Mika Salmela <mika.salmela@digia.com>
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Task-number: QTRD-2627
Change-Id: Iac3ce3628382cc2416f842966591bc1b7f1dcbd2
Change-Id: Iac3ce3628382cc2416f842966591bc1b7f1dcbd2
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
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+ implemented the rest of lightColor
Task-number: QTRD-2405
Change-Id: I38402b45cc4a567a79d07b23983567551d06b4fe
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
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Change-Id: I430aca3c3ff6cb1ce4ee7eb8eab1a31c57d1e890
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
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Task-number: QTRD-2266
Change-Id: I99fd7a6eda570df3d114ab10a1b07c22736cc86c
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
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