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author | Gunnar Sletta <gunnar.sletta@jollamobile.com> | 2014-08-15 14:15:14 +0200 |
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committer | Gunnar Sletta <gunnar@sletta.org> | 2014-08-24 08:32:26 +0200 |
commit | 23776181b8e73dc7f18c3042fcc37c9f018f29c5 (patch) | |
tree | a93127bbb0b43825abe819fb455e6e1af4d0b7e0 | |
parent | 3f117a3901c06dbc543171646acd55b0a047b305 (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.cpp | 2 |
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); } } |