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authorAntti Määttä <antti.maatta@qt.io>2019-08-29 15:03:13 +0300
committerAntti Määttä <antti.maatta@qt.io>2019-09-12 14:29:39 +0300
commitbc4a0aa611242083403fd11f791f51cbab8d4f3a (patch)
tree3fa11a231a382513560f84db5a8b7999dd84d94b /res
parent18138ffc6b063e94b792ef61cbe310f90ea21287 (diff)
Implement two-pass rendering for transparent objects
If object has both opaque parts and transparent parts it will be rendered incorrectly due to no z-buffering. Add two-pass method to render the opaque and transparent parts separately. - Add opaque pixel check to transparency check of images. - Add alpha test rendering to default material shadows too. Task-number: QT3DS-3515 Change-Id: I9700b8fb463df9143c5bb9cbe66c7570081ebf5c Reviewed-by: Miikka Heikkinen <miikka.heikkinen@qt.io> Reviewed-by: Tomi Korpipää <tomi.korpipaa@qt.io>
Diffstat (limited to 'res')
-rw-r--r--res/effectlib/tessellationNPatch.glsllib2
-rw-r--r--res/effectlib/tessellationPhong.glsllib2
2 files changed, 2 insertions, 2 deletions
diff --git a/res/effectlib/tessellationNPatch.glsllib b/res/effectlib/tessellationNPatch.glsllib
index 62ec263..94efcf6 100644
--- a/res/effectlib/tessellationNPatch.glsllib
+++ b/res/effectlib/tessellationNPatch.glsllib
@@ -213,7 +213,7 @@ bool doLinear(int i, int j)
vec4 tessShader ( )
{
- // pre compute square tesselation coord
+ // pre compute square tessellation coord
vec3 tessSquared = gl_TessCoord * gl_TessCoord;
vec3 tessCubed = tessSquared * gl_TessCoord;
diff --git a/res/effectlib/tessellationPhong.glsllib b/res/effectlib/tessellationPhong.glsllib
index 98a683d..bde9f68 100644
--- a/res/effectlib/tessellationPhong.glsllib
+++ b/res/effectlib/tessellationPhong.glsllib
@@ -138,7 +138,7 @@ uniform float phongBlend;
vec4 tessShader ( )
{
- // pre compute square tesselation coord
+ // pre compute square tessellation coord
vec3 tessSquared = gl_TessCoord * gl_TessCoord;
// barycentric linear position