From 734f424ee97fc74027f2717c592c0b329e41573b Mon Sep 17 00:00:00 2001 From: Gunnar Sletta Date: Thu, 7 Nov 2013 11:08:49 +0100 Subject: 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 --- src/quick/items/qquickshadereffectsource_p.h | 2 ++ 1 file changed, 2 insertions(+) (limited to 'src/quick/items/qquickshadereffectsource_p.h') 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 m_depthStencilBuffer; + GLuint m_transparentTexture; + #ifdef QSG_DEBUG_FBO_OVERLAY QSGSimpleRectNode *m_debugOverlay; #endif -- cgit v1.2.3