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-rw-r--r--examples/quick/scenegraph/textureinthread/threadrenderer.cpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/examples/quick/scenegraph/textureinthread/threadrenderer.cpp b/examples/quick/scenegraph/textureinthread/threadrenderer.cpp
index 272b903ef2..95fd377dcf 100644
--- a/examples/quick/scenegraph/textureinthread/threadrenderer.cpp
+++ b/examples/quick/scenegraph/textureinthread/threadrenderer.cpp
@@ -228,7 +228,7 @@ void ThreadRenderer::ready()
m_renderThread->moveToThread(m_renderThread);
- connect(window(), SIGNAL(sceneGraphInvalidated()), m_renderThread, SLOT(shutDown()), Qt::QueuedConnection);
+ connect(window(), &QQuickWindow::sceneGraphInvalidated, m_renderThread, &RenderThread::shutDown, Qt::QueuedConnection);
m_renderThread->start();
update();
@@ -274,10 +274,10 @@ QSGNode *ThreadRenderer::updatePaintNode(QSGNode *oldNode, UpdatePaintNodeData *
*
* This FBO rendering pipeline is throttled by vsync on the scene graph rendering thread.
*/
- connect(m_renderThread, SIGNAL(textureReady(int,QSize)), node, SLOT(newTexture(int,QSize)), Qt::DirectConnection);
- connect(node, SIGNAL(pendingNewTexture()), window(), SLOT(update()), Qt::QueuedConnection);
- connect(window(), SIGNAL(beforeRendering()), node, SLOT(prepareNode()), Qt::DirectConnection);
- connect(node, SIGNAL(textureInUse()), m_renderThread, SLOT(renderNext()), Qt::QueuedConnection);
+ connect(m_renderThread, &RenderThread::textureReady, node, &TextureNode::newTexture, Qt::DirectConnection);
+ connect(node, &TextureNode::pendingNewTexture, window(), &QQuickWindow::update, Qt::QueuedConnection);
+ connect(window(), &QQuickWindow::beforeRendering, node, &TextureNode::prepareNode, Qt::DirectConnection);
+ connect(node, &TextureNode::textureInUse, m_renderThread, &RenderThread::renderNext, Qt::QueuedConnection);
// Get the production of FBO textures started..
QMetaObject::invokeMethod(m_renderThread, "renderNext", Qt::QueuedConnection);