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authorTasuku Suzuki <stasuku@gmail.com>2014-08-16 22:15:32 +0900
committerTasuku Suzuki <stasuku@gmail.com>2014-08-26 03:43:52 +0200
commitd28a3b7b195da3ef7c4c23ddb0add94aff72a368 (patch)
treeb6cca7a3f46508764319b7b2496e8a4be3162d4e /examples/quick/scenegraph
parent81975f5fe72d4e19b36d397248d96d3e86cd13e9 (diff)
Mark custom node in textureinthread dirty after rendering texture
Change-Id: I4401a6db18b1fcc69403062f3f4775d3b62dfd3e Reviewed-by: Gunnar Sletta <gunnar@sletta.org>
Diffstat (limited to 'examples/quick/scenegraph')
-rw-r--r--examples/quick/scenegraph/textureinthread/threadrenderer.cpp2
1 files changed, 2 insertions, 0 deletions
diff --git a/examples/quick/scenegraph/textureinthread/threadrenderer.cpp b/examples/quick/scenegraph/textureinthread/threadrenderer.cpp
index 270a7f4323..d840d3989b 100644
--- a/examples/quick/scenegraph/textureinthread/threadrenderer.cpp
+++ b/examples/quick/scenegraph/textureinthread/threadrenderer.cpp
@@ -192,6 +192,8 @@ public slots:
m_texture = m_window->createTextureFromId(newId, size);
setTexture(m_texture);
+ markDirty(DirtyMaterial);
+
// This will notify the rendering thread that the texture is now being rendered
// and it can start rendering to the other one.
emit textureInUse();