1. 11 Aug, 2020 9 commits
  2. 10 Aug, 2020 1 commit
  3. 08 Aug, 2020 1 commit
  4. 07 Aug, 2020 3 commits
    • Laszlo Agocs's avatar
      Expose all vertex inputs in the depth pass · d19991a3
      Laszlo Agocs authored
      ...while starting to prepare the shadow map changes.
      
      A custom vertex shader may want to transform the position based on some
      of the vertex inputs (e.g. the normals). Such a vertex shader could not
      generate proper output in the depth pass because it only saw dummy
      normal and other values. Now instead we stop using the attr_pos-only
      iaDepth and rather switch to the full input layout that the main
      rendering pass uses.
      
      Change-Id: Ibeeac3cb6899bcaf03ee678e3143cc925fc628bd
      Reviewed-by: default avatarAndy Nichols <andy.nichols@qt.io>
      d19991a3
    • Laszlo Agocs's avatar
      Expose depth, ao textures for custom material shaders · 700670e3
      Laszlo Agocs authored
      ...and prepare for exposing a SCREEN_TEXTURE as well.
      
      Exercise this in an unshaded material in the ssao manual test (only AO_TEXTURE
      is used there, in practice DEPTH_TEXTURE is probably more useful. SCREEN_TEXTURE
      is not implemented yet) and in a Lancelot test case.
      
      For DEPTH_TEXTURE (and CAMERA_PROPERTIES for that matter) add a somewhat
      dubious Lancelot test case.
      
      Change-Id: I0661f1841b95c2a0a169d46991e3605b36259c4c
      Reviewed-by: default avatarAndy Nichols <andy.nichols@qt.io>
      700670e3
    • Inho Lee's avatar
      Support the vertex color in QQuick3DGeomentry · dac56bca
      Inho Lee authored
      Change-Id: I9105a3c842e231f667834958a446fc22fddb923b
      Reviewed-by: default avatarAndy Nichols <andy.nichols@qt.io>
      dac56bca
  5. 06 Aug, 2020 1 commit
  6. 05 Aug, 2020 7 commits
  7. 04 Aug, 2020 1 commit
  8. 03 Aug, 2020 6 commits
  9. 29 Jul, 2020 2 commits
  10. 28 Jul, 2020 8 commits
  11. 27 Jul, 2020 1 commit