| Commit message (Collapse) | Author | Age | Files | Lines |
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The member names in the "uniform block" (which is in practice
mapped to a struct uniform with GLSL) must match between the
vertex and fragment shaders, even if the member is not used in
one of the shaders. This is because OpenGL/GLSL's interface
matching rules, which would cause the shader program fail to
link due to a mismatch in the structs in the two shaders.
Change-Id: I9a928b4b20fdff14530c16a93a52967ce6c328a3
Reviewed-by: Shawn Rutledge <shawn.rutledge@qt.io>
(cherry picked from commit 21d9cd844e5c572b03b73400c110adc6fc78ae75)
Reviewed-by: Qt Cherry-pick Bot <cherrypick_bot@qt-project.org>
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As well as the MACOSX_BUNDLE properties as necessary.
Task-number: QTBUG-87664
Task-number: QTBUG-86827
Change-Id: I46769fb543acb2cbeba122470b5e44ad478fbe4e
Reviewed-by: Joerg Bornemann <joerg.bornemann@qt.io>
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Task-number: QTBUG-87661
Change-Id: Ie5bba408000211b24694aa0143bdf79c4a298f42
Reviewed-by: Daniel Smith <Daniel.Smith@qt.io>
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The name conflicts with a Quick3D example so try to use the same
approach as it was done for customgeometry.
Task-number: QTBUG-86205
Change-Id: Ie01cd6c0118d512b2f45d4c6e782ec6639e052c6
Reviewed-by: Alexandru Croitor <alexandru.croitor@qt.io>
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Fixes: QTBUG-78577
Change-Id: I280ffeda4bba1a9c170feb1ffa4b6c95eb0e6d28
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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