- Apr 24, 2020
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Change-Id: I9fd34479c107a2dceceaba39ce09c3ddfb848378 Reviewed-by:
Simon Hausmann <simon.hausmann@qt.io>
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Mitch Curtis authored
Task-number: QTBUG-82994 Change-Id: I8320fdb308f0beb56bb6c183f36665769e2ea1c4 Reviewed-by:
Laszlo Agocs <laszlo.agocs@qt.io>
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- Apr 23, 2020
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Friedemann Kleint authored
Adapt to change of qHash(), use size_t instead of uint. Change-Id: I6f659390cd616aaaf0d50bf0a001c110ef1676aa Reviewed-by:
Fabian Kosmale <fabian.kosmale@qt.io> Reviewed-by:
Jarek Kobus <jaroslaw.kobus@qt.io>
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- Apr 17, 2020
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Laszlo Agocs authored
Task-number: QTBUG-83469 Change-Id: I3033cb8c1c29087f775eac71f7f23625609f56c7 Reviewed-by:
Paul Olav Tvete <paul.tvete@qt.io>
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Paul Tvete authored
Change-Id: I5cde3f3ed29e322cdf66a939b60ab2e66d51e4e1 Reviewed-by:
Eirik Aavitsland <eirik.aavitsland@qt.io>
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Paul Tvete authored
Task-number: QTBUG-83364 Change-Id: I83e4e936ea63aad4aff22aa08d84c9f7417e0c83 Reviewed-by:
Laszlo Agocs <laszlo.agocs@qt.io>
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Laszlo Agocs authored
This comes with the caveat that the depth prepass, when enabled, will be implicitly disabled whenever a 2D item child is added to a 3D node. Supporting the Z prepass would involve adding support for drawing these quads into the depth buffer similarly to how we draw the model geometry, but this is left as a future exercise for when we decide if the cost of implementing and maintenance is worth it for an opt-in, likely-never-used rendering feature. The leaking of objects (likely QSGLayer objects, which in turn lead to not releasing graphics resources on exit) from Item2D is also not solved here as that is likely present in the 5.15 code base as well. To be handled separately. Other than that, the quickitem example and the related Lancelot tests should give identical results. Task-number: QTBUG-83469 Change-Id: I33a63bd1b47ae34ce66a120b267386b8f2233bf9 Reviewed-by:
Paul Olav Tvete <paul.tvete@qt.io>
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Eskil Abrahamsen-Blomfeldt authored
The modern and robust way of checking for features is by using QT_CONFIG, so we now get rid of the old QT_OPENGL_ES macros once and for all. Task-number: QTBUG-83467 Change-Id: Id83339336738c1745963628ca4532466682025be Reviewed-by:
Lars Knoll <lars.knoll@qt.io>
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- Apr 16, 2020
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Paul Tvete authored
There is a change in the works to get the vertex attributes in order. This is a preliminary fix in the meantime. Change-Id: I128f62e96b5939a4d860a1a6996d06d860871bf9 Reviewed-by:
Antti Määttä <antti.maatta@qt.io>
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Laszlo Agocs authored
Change-Id: I610d42e395e07a7a12cc50b630e39a129bc84757 Reviewed-by:
Eirik Aavitsland <eirik.aavitsland@qt.io>
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- Apr 15, 2020
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Paul Tvete authored
Task-number: QTBUG-83364 Change-Id: Ib4eaa1281d7f53fd92ff93b2609a1437eb99f07b Reviewed-by:
Laszlo Agocs <laszlo.agocs@qt.io>
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Paul Tvete authored
The old code path uses Nearest filtering for depth textures. Task-number: QTBUG-83364 Change-Id: Ic80cbf58fda585d0d4886f7591dbafd74081ab5d Reviewed-by:
Laszlo Agocs <laszlo.agocs@qt.io>
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Paul Tvete authored
It is not enough to use separate uniform buffers for each effect: we have to make sure each stage of a multi-stage effect gets its own uniform buffer. Task-number: QTBUG-83364 Change-Id: If4a91198d1a16fb706ec3739e538b6c8fb650bf7 Reviewed-by:
Eirik Aavitsland <eirik.aavitsland@qt.io>
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- Apr 14, 2020
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Laszlo Agocs authored
It won't produce correct results (no actual see-through glass), that's part of the future custom material enhancements task, but at least it generates compilable shaders now. Change-Id: I3fc3a730f615c0fc4a791ea788655bdee2f8b182 Reviewed-by:
Paul Olav Tvete <paul.tvete@qt.io>
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- Apr 03, 2020
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Antti Määttä authored
Copy most of the implementation and logic from qt3dstudio-runtime. Allow exporting generated shaders into a file and importing them the next time the view3d is created. Add manual test, which uses the feature. Task-number: QTBUG-80464 Change-Id: I40434d23dde419612dd29ca26fcf63a17890f940 Reviewed-by:
Tomi Korpipää <tomi.korpipaa@qt.io> Reviewed-by:
Andy Nichols <andy.nichols@qt.io>
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Eirik Aavitsland authored
Fixes crash when shader compilation fails. Otherwise no actual code changes, just moving things around for clarity and structure. Removing some outdated ###'s and fixing some compiler warnings. Change-Id: Ic485c60efcb409d1bb501fb2c1c862a804323ae0 Reviewed-by:
Paul Olav Tvete <paul.tvete@qt.io>
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- Apr 02, 2020
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Christian Strømme authored
The function was returning the local position instead of the global/scene position as expected. Change-Id: If8d63f85c026e7c4cdbf09b22b3c7eee7859bc12 Reviewed-by:
Andy Nichols <andy.nichols@qt.io>
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Paul Tvete authored
Change-Id: I1d65a53ce0242568ff8f8c89c426b226e209c778 Reviewed-by:
Eirik Aavitsland <eirik.aavitsland@qt.io>
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Paul Tvete authored
Now getTexture() will return an existing buffer with the same name, since that is what the effects need. Task-number: QTBUG-82550 Change-Id: I5131e961c162146f89a9bdda25141d737cf364c9 Reviewed-by:
Eirik Aavitsland <eirik.aavitsland@qt.io>
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Paul Tvete authored
Task-number: QTBUG-82550 Change-Id: Id2e8014db0526cd398298e1843e27a7888acb4f7 Reviewed-by:
Eirik Aavitsland <eirik.aavitsland@qt.io>
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Christian Strømme authored
Optimized the intersection code and delayed calculation we don't need until later. This should make it much faster when working with many bounding volumes per pick, e.g., if we introduce bounding volume hierarchies. Change-Id: Ib47a6de384ec257315ca96046ba8f3cf20ac0bfb Reviewed-by:
Andy Nichols <andy.nichols@qt.io>
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Kaj Grönholm authored
Update when and only when content of QQuick3DTexture changes. Similar changes were already done for QQuick3DItem2D. Fixes lancelot qml stream tests. Task-number: QTBUG-83213 Change-Id: I9ef62b1b8ace404c7b038ae23303469ecf56afb5 Reviewed-by:
Tomi Korpipää <tomi.korpipaa@qt.io> Reviewed-by:
Andy Nichols <andy.nichols@qt.io>
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Kaj Grönholm authored
This test combines importScene with nodes directly inside View3D. Also append the documentation of importScene. Task-number: QTBUG-83136 Change-Id: I4cca0c14206ef47cdd4366589ca15118d44739bb Reviewed-by:
Tomi Korpipää <tomi.korpipaa@qt.io> Reviewed-by:
Andy Nichols <andy.nichols@qt.io>
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- Apr 01, 2020
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Paul Tvete authored
The previous commit only fixed filtering for named texture inputs. The actual change is one line: using the texture's sampler description in renderCmd(). The rest is plumbing and refactoring. Change-Id: I320d36300526beb3f2e965d23143aff5fc5ce246 Reviewed-by:
Eirik Aavitsland <eirik.aavitsland@qt.io>
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Eirik Aavitsland authored
Make sure we use unique uniform buffer sets Change-Id: Ic226ec214490cb51539958e70cca9ce9b99155d0 Reviewed-by:
Paul Olav Tvete <paul.tvete@qt.io>
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- Mar 31, 2020
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Paul Tvete authored
Task-number: QTBUG-82550 Change-Id: I246f692bba07dace277b2533c7998bcf38b64f62 Reviewed-by:
Laszlo Agocs <laszlo.agocs@qt.io>
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Eirik Aavitsland authored
Change-Id: Id4670bee051aa91081cab7dd313ef8a1bbeb4708 Reviewed-by:
Paul Olav Tvete <paul.tvete@qt.io>
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Miikka Heikkinen authored
Change-Id: I85bc47c126ed58597a12bbeb9af29571cf84b9f8 Fixes: QDS-1877 Reviewed-by:
Kaj Grönholm <kaj.gronholm@qt.io> Reviewed-by:
Mahmoud Badri <mahmoud.badri@qt.io> Reviewed-by:
Tomi Korpipää <tomi.korpipaa@qt.io>
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- Mar 30, 2020
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Kaj Grönholm authored
When importScene is used directly with external component, don't add content as children again. Task-number: QTBUG-83141 Change-Id: Ibe92c9fede694bd2df5b474d2f0132f117eb5b97 Reviewed-by:
Tomi Korpipää <tomi.korpipaa@qt.io> Reviewed-by:
Antti Määttä <antti.maatta@qt.io> Reviewed-by:
Andy Nichols <andy.nichols@qt.io>
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Paul Tvete authored
Fixes HDRBloomTonemap Change-Id: I162306c9ae6c267d6d7ffa18479f2912163b127c Reviewed-by:
Eirik Aavitsland <eirik.aavitsland@qt.io>
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- Mar 27, 2020
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Miikka Heikkinen authored
Since the orientation has changed to right handed, z-value needs to be flipped to make default position of cameras sensible. Change-Id: Iff4bee5266fe81cdb519e3bf68e6f363bc7fd4ef Fixes: QDS-1815 Reviewed-by:
Mahmoud Badri <mahmoud.badri@qt.io>
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Miikka Heikkinen authored
Fixes: QDS-1846 Change-Id: I0b23d868be142037a5bc8e1a9e52babff8338172 Reviewed-by:
Mahmoud Badri <mahmoud.badri@qt.io>
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Eirik Aavitsland authored
Change-Id: I6313eac482a7b1de1e211503d1812c673f6f7184 Reviewed-by:
Paul Olav Tvete <paul.tvete@qt.io> Reviewed-by:
Laszlo Agocs <laszlo.agocs@qt.io>
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Eirik Aavitsland authored
Task-number: QTBUG-82550 Change-Id: I5c4bbb377469ea14a97634e7394c5b9cd803cbae Reviewed-by:
Paul Olav Tvete <paul.tvete@qt.io> Reviewed-by:
Laszlo Agocs <laszlo.agocs@qt.io>
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Antti Määttä authored
The value should be greater than one. Task-number: QTBUG-78849 Change-Id: If2a13b131580facd371cdced611a939ac02033b3 Reviewed-by:
Tomi Korpipää <tomi.korpipaa@qt.io> Reviewed-by:
Christian Strømme <christian.stromme@qt.io>
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- Mar 26, 2020
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Kaj Grönholm authored
Dynamic textures were only updated in Offscreen renderMode. Update them in all modes. Task-number: QTBUG-82621 Change-Id: I66a2f0ab3996e27534d0ceeca54a7d7f104b5a4d Reviewed-by:
Christian Strømme <christian.stromme@qt.io>
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Christian Strømme authored
Change-Id: I1db82a60ee0a8f98bea4b13718edac886c0adfb4 Reviewed-by:
Antti Määttä <antti.maatta@qt.io>
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Christian Strømme authored
To make picking easier to test decouple it from the render context interface. Change-Id: I624336d678eb68ca77a96e67a2ab65b5c4ef9f5e Reviewed-by:
Antti Määttä <antti.maatta@qt.io> Reviewed-by:
Tomi Korpipää <tomi.korpipaa@qt.io>
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Christian Strømme authored
Makes it easier to test the function without messing with the objects state. Change-Id: I0487146e8285c54572fe878bd356613fd1155079 Reviewed-by:
Antti Määttä <antti.maatta@qt.io> Reviewed-by:
Tomi Korpipää <tomi.korpipaa@qt.io>
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Christian Strømme authored
We only have one layer, so remove code that checks if there's more layers. Also remove weird pointer and reference usage. Change-Id: Ia8042f03950d4f1c29246583a5820c4e07a7533e Reviewed-by:
Antti Määttä <antti.maatta@qt.io> Reviewed-by:
Tomi Korpipää <tomi.korpipaa@qt.io>
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