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authorGunnar Sletta <gunnar.sletta@digia.com>2013-11-07 11:08:49 +0100
committerThe Qt Project <gerrit-noreply@qt-project.org>2013-11-07 19:13:30 +0100
commit734f424ee97fc74027f2717c592c0b329e41573b (patch)
tree8eada28320d34ba313931de7bbca8cb411effd74 /src/quick/items/qquickshadereffectsource_p.h
parentc29e825ec6064aa266f0082b3d3b1cb0ceb0809a (diff)
Fill recursive ShaderEffectSource with transparent when using alpha.
The logic relies on m_fbo being 0 on the first render pass, in which case it will pick texture id 0 which is solid black. Though this works ok, it results in recursive shader effect sources starting out black which is ugly. Change-Id: I22b1d50e02c00583837b8152c5fb850263038a93 Reviewed-by: Laszlo Agocs <laszlo.agocs@digia.com>
Diffstat (limited to 'src/quick/items/qquickshadereffectsource_p.h')
-rw-r--r--src/quick/items/qquickshadereffectsource_p.h2
1 files changed, 2 insertions, 0 deletions
diff --git a/src/quick/items/qquickshadereffectsource_p.h b/src/quick/items/qquickshadereffectsource_p.h
index 85b58e67e4..6218775700 100644
--- a/src/quick/items/qquickshadereffectsource_p.h
+++ b/src/quick/items/qquickshadereffectsource_p.h
@@ -139,6 +139,8 @@ private:
QOpenGLFramebufferObject *m_secondaryFbo;
QSharedPointer<QSGDepthStencilBuffer> m_depthStencilBuffer;
+ GLuint m_transparentTexture;
+
#ifdef QSG_DEBUG_FBO_OVERLAY
QSGSimpleRectNode *m_debugOverlay;
#endif