| Commit message (Collapse) | Author | Age | Files | Lines |
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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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Change-Id: Iafaac6bd2106253bec913d1d9ee8a3f40e339adf
Reviewed-by: Mika Salmela <mika.salmela@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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Change-Id: I4061bfd4d288aabaea76847c9f692e71ecf5f94c
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
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Change-Id: I7cb3c59acef5364ff964da3e756d2db387b53308
Reviewed-by: Mika Salmela <mika.salmela@digia.com>
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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+ some mingw & clang compilation fixes
Change-Id: Ib4cd5534d9d4e630c021f3d9901114983cdc26eb
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
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Task-number: QTRD-3287
Change-Id: I6c06b8fe025e0f1f87be00be906cab0e1f18a19f
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
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Change-Id: I856c4166513f6d6f7b73fd52bc46d52ab1b8fdff
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
Reviewed-by: Mika Salmela <mika.salmela@digia.com>
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Change-Id: Iea18967c3b525a8d4507a06e6541c85ed3abb470
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
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Also fix custom object default texture.
Change-Id: Iba9ff6afb807d9f7a4e1f58b0e5fb4bca4c9c431
Reviewed-by: Mika Salmela <mika.salmela@digia.com>
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Change-Id: If3acbb161b99f67d81f7af9c05ae8bcfe154e052
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
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- Changing color table
- Different texture details (generation in background)
- Optional fps display
Change-Id: Iad6b50ef8541084e0142de0f9cb7ae70f841dde9
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
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Change-Id: Ie9f135a2f3139a429a451c338e03dcf0ea6b4533
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
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Change-Id: Ia3a13e2cb8d7dcf744a55dcb827f5cb436a043c4
Reviewed-by: Mika Salmela <mika.salmela@digia.com>
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
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New subclass of QCustom3DItem, QCustom3DVolume is provided.
The documentation for the example will be done in a separate commit.
Change-Id: Idb3fdb0654c6bec7606ca012b75852a5a8412397
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
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Also fix custom item positioning in absolute mode as it was completely
broken in bars and z-coord was flipped in others.
Clarified Q3DObject::position property usage, namely that it is reserved
for internal use for now.
Some refactoring also done.
Task-number: QTRD-2567
Change-Id: I5da65b83a2f8ecf20f8fd054e59748278ef1a714
Reviewed-by: Titta Heikkala <titta.heikkala@digia.com>
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
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Now four times more vertices are supported.
Task-number: QTRD-3244
Change-Id: I80594f4c4f80f485d94dbc2f73892251bb20c521
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
Reviewed-by: Titta Heikkala <titta.heikkala@digia.com>
Reviewed-by: Mika Salmela <mika.salmela@digia.com>
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Change-Id: Ia92494674bfc618d9368075dabe6ea0490e6c3d1
Reviewed-by: Mika Salmela <mika.salmela@digia.com>
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Hiding angular axis title didn't cause the background margin
to reduce appropriately.
Change-Id: Icf62aaf62b978524dc4ac13c1f8561b517103c55
Reviewed-by: Mika Salmela <mika.salmela@digia.com>
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Grid lines should no longer vanish into white background due to
excessive ambient light multiplier when using high ambient with no
specular. I'm still not happy with how bars slice mode colors look.
The colors seem washed out compared to main view. Also, on bars,
some specular is needed to make bars look 3D, but too much makes it
ugly.
Also fixes some misc issues in surface slice mode.
Task-number: QTRD-3237
Change-Id: I4bed3d922cbc8f5191cc01ab3396849db767cae9
Reviewed-by: Mika Salmela <mika.salmela@digia.com>
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Also added properties to control rotation, zoom, and selection
individually.
Also added missing documentation about surface texture.
Task-number: QTRD-3202
Change-Id: I981edb7f336aea499440559f4a2098711200206d
Reviewed-by: Mika Salmela <mika.salmela@digia.com>
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Not needed anymore. The m_noShadowTexture takes care of this.
Task-number: QTRD-3212
Change-Id: I30d8b6a9cfa7561914c4210cb7334d8ef8a4cca8
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
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API for setting a texture to surface.
Task-number: QTRD-3232
Change-Id: Icd9de61882b54b9c1fc84a742e49980926ca681d
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
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Task-number: QTRD-3207
Change-Id: Ib7101aa66ed4e11b8be61975239e55f7dd9eff10
Reviewed-by: Mika Salmela <mika.salmela@digia.com>
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Change-Id: I5a325fa17215c486184cdce0bc26cce8d9c755da
Reviewed-by: Mika Salmela <mika.salmela@digia.com>
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Common.pri was removed because it was misleadingly named.
Moved its contents to more logical places.
Change-Id: Ic400472c14f24f42c0a1d3c23786b1c05d6d2659
Reviewed-by: Titta Heikkala <titta.heikkala@digia.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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Value 0.0 indicates automatic scaling (the default).
Task-number: QTRD-3192
Change-Id: I5e4cc1b7a03c0ba811e2ed3916a440906429af57
Reviewed-by: Mika Salmela <mika.salmela@digia.com>
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