| Commit message (Collapse) | Author | Age | Files | Lines |
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Fudge the camera y-angle so that it's never looking
directly from above or below. The actual problem is that eye vector
is paraller to up vector if viewing directly from above, which results
in invalid view matrix.
Task-number: QTRD-2789
Change-Id: Ia79b8bb4b8317c6aaf6ac4c70a6bb70c24b5309e
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
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OpenGL ES2 and/or 32bit environments can have relatively low maximum
supported vertex counts per draw call, so large surfaces and static
scatters may not get rendered.
Task-number: QTRD-3364
Change-Id: I7fd024b0428548ac7e2ca043a06d01d2442dd226
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
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Autosizing only accounted for freshly changed series when
calculating the total item count visible in the graph.
Change-Id: I7c0990123d3e3827c3518713f5389fedf91aca92
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
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It's not enough to just clear the label items upon axis cache
destruction, they need to be deleted, too.
Change-Id: I63bdd01f9b328491107292f42cca6aa2ba7b4434
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
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Unnecessary modelMatrix multiplications removed. Intentional whitespace
removal.
Change-Id: I78b8e6f984d44baf7015c9551701b04cb869fc8b
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@theqtcompany.com>
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If the context exists at renderer deletion, it is possible that
it no longer has valid surface, which means it won't be possible
to set it back to current if we change context for deletion cleanup.
Since the current context will be one of our shared contexts anyway,
there is no need to do a dummy context for cleanup unless the current
context is null.
Change-Id: Ibabe081742beb975ee848ccb3690703ef5b027a9
Reviewed-by: Mika Salmela <mika.salmela@digia.com>
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
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Change-Id: I3a1595530a976b73144109cf2eef72a188831a10
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
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Context was not getting properly cleaned up in cases where
render thread stopped before the cleanup took place.
Now we ensure that required cleanup is done before context
thread terminates.
Change-Id: I1489914dafec928eebb69bac737f6f858ff49432
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
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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>
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Change-Id: I939d02433291b00a529598718b6390d7246f89f9
Change-Id: I939d02433291b00a529598718b6390d7246f89f9
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
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Now that these are not generated all the time, makes it
easier to use glGetError to find actual errors.
Change-Id: I4e10f5798e4e79466a47a0d671c04b445899c62c
Change-Id: I4e10f5798e4e79466a47a0d671c04b445899c62c
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
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QtQuick's threaded renderer doesn't seem to always pair up sync and
render (or more accurately, beforeSynchronizing and node's
preprocess calls). Sometimes sync comes without a followup render,
or there are two syncs in a row, even though the sync is using
direct connection. Both of these cases broke the old
logic for handling position based queries.
Changed the logic to actually ensure we have resolved the query
before emitting the relevant signal.
Task-number: QTRD-3358
Change-Id: Ica6c8c311f53a06311c21532aaabc18c28556655
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
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Task-number: QTRD-3359
Change-Id: I418aaef640c05f7af7b860c89f5a5231e3f14c16
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
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Task-number: QTRD-3361
Change-Id: Id40db146efb84f6a9b642e7e0678d6b656cdbd19
Change-Id: Id40db146efb84f6a9b642e7e0678d6b656cdbd19
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
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Task-number: QTRD-3360
Change-Id: I33177ccfe93136e6ce048fad0dbed70fe560b204
Change-Id: I33177ccfe93136e6ce048fad0dbed70fe560b204
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
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Task-number: QTRD-3357
Change-Id: I7ae4460a0666316a6f455f8842d7453513f55705
Change-Id: I7ae4460a0666316a6f455f8842d7453513f55705
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
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Change-Id: I4fadd0cc741bf2b633d248b304c45b109a40eedc
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
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- Buffer ids were not cleared appropriately
- Update didn't account for items outside axis ranges
- In some cases wrong shader was used for point series
Task-number: QTRD-3353
Change-Id: Iea465d99eb557402feb5fb017ae92393ee8f377f
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
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Task-number: QTRD-3344
Change-Id: I8c1d2e2ae4afd6f9058c59adfc3d784b5f724358
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
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Task-number: QTRD-2790
Change-Id: I8ac6ce89920a9c988c7a059e1b02c980a0264200
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
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Added separate shaders for rendering selected items, as the texture
mapping that the regular static optimization shaders expect is not
correct for single objects.
Task-number: QTRD-3306
Change-Id: I6eb6cef94a4d2b4e5bdd03748f18db641a9fc4f6
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
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Added margin as abstract graph property.
If the margin is narrow, the positions of theedge labels of the axes
are adjusted to avoid overlap with edge labels on other axes.
Task-number: QTRD-3204
Change-Id: I7fa5a04c8f2091519d99689ef2f6cbcf799fb15e
Reviewed-by: Mika Salmela <mika.salmela@digia.com>
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
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QML already had this.
Task-number: QTRD-3173
Change-Id: Ib4203eef7a0bc477ddc79467c91b22f95d573154
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
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Task-number: QTRD-3333
Change-Id: I09cb9a119a3490de008feb97cbb6f0c623238927
Reviewed-by: Mika Salmela <mika.salmela@digia.com>
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Task-number: QTRD-3337
Change-Id: I503dc4402907a2fdfa74ca86698b0e98a23b3b08
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
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Min/max bounds were set incorrectly.
Change-Id: I54e115ef98321531410bcb64146ae32230375d4e
Reviewed-by: Mika Salmela <mika.salmela@digia.com>
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Zooming to cursor is now default operating mode of
the default input handler.
Task-number: QTRD-3263
Change-Id: I5699fc0ce7393059538972cd52f31f06d87e3d8d
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
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Task-number: QTRD-3313
Change-Id: Ie0f8e36af8698081a6937c360043773da895b6e6
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
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This fixes the problem with specular highlight making camera-facing
labels unreadable.
Task-number: QTRD-3276
Change-Id: If16424b07a1f3362428980353c5fb5213c33d06b
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
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Locale affects how axis labels are formatted. Default locale is still
the "C".
Task-number: QTRD-3229
Change-Id: I6126ce676906f4bbc91ae0abd18775bc1d564118
Reviewed-by: Mika Salmela <mika.salmela@digia.com>
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
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Task-number: QTRD-3322
Change-Id: I6ac9e0506ed7355e06d2174d8f8f551cb82b8a86
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
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Task-number: QTRD-3311
Change-Id: Ia5aea90259c249a5ffd48e16fae4e2dc33902afd
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
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Task-number: QTRD-3323
Change-Id: I08823f257a1a273da97a9e9e8597e4ffdb87d93b
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
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Task-number: QTRD-3301
Change-Id: Ia0ae6d5e3ac9aabc9af9199df27bbbe7f7908d60
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
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Task-number: QTRD-3234
Selection pointer label needs to be regenrated only when either
theme or label text changes.
Change-Id: Iabe91a88b719b186c998cda9e712207752762279
Reviewed-by: Pasi Keränen <pasi.keranen@digia.com>
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Task-number: QTRD-3301
Change-Id: I0e39348a2e9392b4c1f0bd7ef26c5613272460e2
Reviewed-by: Pasi Keränen <pasi.keranen@digia.com>
Reviewed-by: Titta Heikkala <titta.heikkala@digia.com>
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Task-number: QTRD-3305
Change-Id: I656cc878e6e83fe09d627b418f9cf624672a18b3
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
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Change-Id: I409f3c95892b26ca6097dd4509109fc9978b9900
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
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The volume object that would go partially outside axis ranges
is scale and repositioned so that it only renders the portion
that is inside the axis ranges.
Change-Id: I792494e437998ba6276f58fab645767276c1476d
Reviewed-by: Mika Salmela <mika.salmela@digia.com>
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Proper behavior of volume objects that are shown only partially
will be added in a separate patch later.
Change-Id: I1fcd98faa6c4a7d09e3fef1645ed9816ff54654f
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
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Change-Id: I3d5d5d006a26225a3a7ab5795fceb97630db0011
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
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Task-number: QTRD-3303
Change-Id: I8f43df8f0d90997c05ffaf93e451a52baacefa63
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
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Since volume items typically contain transparencies, make them
draw after regular custom items, which are less likely to be
transparent.
Change-Id: Id7c48b6c77d7ed8654b72923d7dccf4158c9c088
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
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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>
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Now the volume should render with pixel perfect accuracy.
The drawback is that it is significantly slower than the old
approximate solution.
Change-Id: I4df7e9a28a27b56150c71a85a4c1fb69a215dabc
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
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Made gradient image same size as the texture and similar calculation
for the pixel. Result should be more coherent for all.
Task-number: QTRD-3295
Change-Id: I666dacc6f525258ccefda288e26cac480cb385cb
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
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Change-Id: Ic44a6a28617f272540d146f02bf50b4bd84cd9c8
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
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Change-Id: I992da6ca5835ac41b45410d79750e9f33f551793
Reviewed-by: Mika Salmela <mika.salmela@digia.com>
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Change-Id: I2c51ba06c6af9193a70f4a268dfd2fbd6c6910b3
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
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QImage is not a QObject, and therefore QImage::Format doesn't seem
to be a supported type for a Q_PROPERTY, either. At least this was
the case in Qt 5.2.1. In Qt 5.3.1 this worked. In any case,
worked around the issue by removing textureFormat as a property.
This shouldn't be an issue, since texture cannot meaningfully be
manipulated from QML anyway.
Also fixed some compile warnings.
Change-Id: I257c1502d3340c49c24085fb8bf2e6176d875215
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
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