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Bug in adjustment logic caused adjustment to happen pretty much always.
Task-number: QTRD-3374
Change-Id: Id6151d2d3eb8369bbf9252e4eb4b76ed57fb1f3c
Reviewed-by: Mika Salmela <mika.salmela@digia.com>
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Task-number: QTRD-3368
Change-Id: I80ecdb1a9bcef6ed83d278d975d70f7794ff03c1
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@theqtcompany.com>
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Task-number: QTRD-3368
+ Removed erroneous property from docs
Change-Id: I675e16b58e7b190b2b33d29029654039a60b5bfc
Change-Id: I675e16b58e7b190b2b33d29029654039a60b5bfc
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@theqtcompany.com>
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When static optimization is in use with mesh objects and range
gradient, and the object Y-value resolves into a texture coordinate
that is exactly on the texel boundary, the rendered fragments
of the object are not all same colors on some graphics cards,
despite all vertices having the same UV value.
Fixed by adjusting the Y-value slightly if it is close to the
boundary.
Task-number: QTRD-3370
Change-Id: Ie028602cbd9a00bb0e17049eb8f40feb8b18a6bf
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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Task-number: QTRD-3368
Change-Id: I86f1d632fe4421c35cc492161c7334602e6f61c0
Change-Id: I86f1d632fe4421c35cc492161c7334602e6f61c0
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@theqtcompany.com>
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Change-Id: I425da013160a12c1d2b3985e04059886d0695474
Reviewed-by: Mika Salmela <mika.salmela@digia.com>
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Task-number: QTRD-3368
Just a skeleton with a very basic test set for now.
Change-Id: I53309374a7d9cbfd06a4cdfbeb302f6649db9c4a
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@theqtcompany.com>
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Change-Id: I36b384d2bcb9d2db2464b3eaaaae2c76c3bb740c
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@theqtcompany.com>
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Just a skeleton for now.
Change-Id: I27d577062e7e96880d843a87b71791f896bc2522
Change-Id: I27d577062e7e96880d843a87b71791f896bc2522
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@theqtcompany.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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Change-Id: If40f10043951409b3d6597776b60d7eb55c73eec
Reviewed-by: Mika Salmela <mika.salmela@digia.com>
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
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Normals and triangles are generated according to data direction.
Task-number: QTRD-3160
Change-Id: Ia4286467682628930da3d82b204fd1ec078a396a
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
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 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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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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Task-number: QTRD-3311
Change-Id: Ia5aea90259c249a5ffd48e16fae4e2dc33902afd
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: Iafaac6bd2106253bec913d1d9ee8a3f40e339adf
Reviewed-by: Mika Salmela <mika.salmela@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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Change-Id: I2c51ba06c6af9193a70f4a268dfd2fbd6c6910b3
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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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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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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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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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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Also separated the vertical and horizontal background margins.
Task-number: QTRD-3184
Change-Id: I988217d4df7749585dd85b5ea8f3f50254dca6ad
Reviewed-by: Mika Salmela <mika.salmela@digia.com>
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Task-number: QTRD-3184
Change-Id: Ie8e10050e58a3630eda87ec44fb342776d667ae6
Reviewed-by: Mika Salmela <mika.salmela@digia.com>
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- Polar property for toggling the polar mode
- Example added. Example docs will be added in another patch once all
of the functionality the example needs has been implemented.
- Only surface graph supports polar so far. Scatter to be added later.
Change-Id: I54d36f764ac1771ac88f73a5f3a2142f2309f6e8
Reviewed-by: Mika Salmela <mika.salmela@digia.com>
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Change-Id: I03c3868ac7c98658fafa71c19409eb3afe851a10
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
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- Memory leaks
- Y-axis placement issues in scatter and surface
Change-Id: I7ec6c9c3e53502445b52c049c973186a7c54c95f
Reviewed-by: Titta Heikkala <titta.heikkala@digia.com>
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
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- Remove culling from surface shadows to make them look correct
- Remove unnecessary metatype registration from qmloscilloscope
- itemmodeltest multi-change fixed
- Valgrind fixes
Task-number: QTRD-3160
Change-Id: I2da8b3e024dae56c52afb6b915535f49c6c987fc
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
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Change-Id: I4a6d4775f3ca578370a9ce23491bddcb0f5486ec
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
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Task-number: QTRD-3135
Change-Id: Ie13c7ab5cbfca2eef88ed4ca17eaf46f2aeb4788
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
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Task-number: QTRD-3066
Change-Id: I3a6d727c528e37e914aa1c3f08ee6d268a2c5230
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
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Task-number: QTRD-2961
Change-Id: I6a344156bd29fa8fb1ede0546af4d0e67e5e2db4
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
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Task-number: QTRD-3144
Change-Id: I9acd1be13083d7fbbed840882260a60f46c5f698
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
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+ example tweak
Change-Id: I408cd43a7af3efceccd42bd2439803e41c5272d6
Change-Id: I408cd43a7af3efceccd42bd2439803e41c5272d6
Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
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