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authorGunnar Sletta <gunnar.sletta@jollamobile.com>2014-08-15 14:15:14 +0200
committerGunnar Sletta <gunnar@sletta.org>2014-08-24 08:32:26 +0200
commit23776181b8e73dc7f18c3042fcc37c9f018f29c5 (patch)
treea93127bbb0b43825abe819fb455e6e1af4d0b7e0
parent3f117a3901c06dbc543171646acd55b0a047b305 (diff)
Mark QQuickFBO's node dirty after rendering the texture.
It is impossible to use in a shader effect otherwise. Change-Id: I489e6ae43cdc3fe8f54efa6d86ead4d21831b84d Task-number: QTBUG-40809 Reviewed-by: Laszlo Agocs <laszlo.agocs@digia.com>
-rw-r--r--src/quick/items/qquickframebufferobject.cpp2
1 files changed, 2 insertions, 0 deletions
diff --git a/src/quick/items/qquickframebufferobject.cpp b/src/quick/items/qquickframebufferobject.cpp
index fea6aadc23..faa7eda327 100644
--- a/src/quick/items/qquickframebufferobject.cpp
+++ b/src/quick/items/qquickframebufferobject.cpp
@@ -192,6 +192,8 @@ public Q_SLOTS:
if (msDisplayFbo)
QOpenGLFramebufferObject::blitFramebuffer(msDisplayFbo, fbo);
+
+ markDirty(QSGNode::DirtyMaterial);
}
}