From 4f9b9e875ce831cdad3c4f303132a6860cf879f8 Mon Sep 17 00:00:00 2001 From: Mika Salmela Date: Wed, 22 Oct 2014 11:00:25 +0300 Subject: Surface shadow improvement 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 --- src/datavisualization/engine/surface3drenderer.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src/datavisualization/engine/surface3drenderer.cpp') diff --git a/src/datavisualization/engine/surface3drenderer.cpp b/src/datavisualization/engine/surface3drenderer.cpp index e39c986c..743c6fe0 100644 --- a/src/datavisualization/engine/surface3drenderer.cpp +++ b/src/datavisualization/engine/surface3drenderer.cpp @@ -2886,7 +2886,7 @@ void Surface3DRenderer::initShaders(const QString &vertexShader, const QString & m_surfaceSmoothShader = new ShaderHelper(this, QStringLiteral(":/shaders/vertexShadow"), QStringLiteral(":/shaders/fragmentSurfaceShadowNoTex")); m_surfaceTexturedSmoothShader = new ShaderHelper(this, QStringLiteral(":/shaders/vertexShadow"), - QStringLiteral(":/shaders/fragmentShadow")); + QStringLiteral(":/shaders/fragmentTexturedSurfaceShadow")); } else { m_surfaceSmoothShader = new ShaderHelper(this, QStringLiteral(":/shaders/vertex"), QStringLiteral(":/shaders/fragmentSurface")); -- cgit v1.2.3