diff options
author | Sean Harmer <sean.harmer@kdab.com> | 2014-08-18 12:20:56 +0100 |
---|---|---|
committer | Sean Harmer <sean.harmer@kdab.com> | 2014-08-18 14:25:01 +0200 |
commit | 3f9961b6c9fddf1fcf17c83d7fb77f52af5c8fd7 (patch) | |
tree | 417d43bca6360255d7a4cd8b980a4fadc8290129 /src/render/backend/renderer.cpp | |
parent | 7ae3f3b737fa893da5d12d8ec5aff09e82f6dfb6 (diff) | |
download | qt3d-3f9961b6c9fddf1fcf17c83d7fb77f52af5c8fd7.tar.gz |
Rename MeshData -> QMeshData
Change-Id: I23a466ebd29666bed1c56f29c6f049544a4eca23
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
Diffstat (limited to 'src/render/backend/renderer.cpp')
-rw-r--r-- | src/render/backend/renderer.cpp | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/src/render/backend/renderer.cpp b/src/render/backend/renderer.cpp index c68955c9d..cf03b051a 100644 --- a/src/render/backend/renderer.cpp +++ b/src/render/backend/renderer.cpp @@ -477,7 +477,7 @@ void Renderer::executeCommands(const QVector<RenderCommand *> &commands) Q_FOREACH (RenderCommand *command, commands) { - MeshData *meshData = m_meshDataManager->data(command->m_meshData); + QMeshData *meshData = m_meshDataManager->data(command->m_meshData); if (meshData == Q_NULLPTR || meshData->attributeNames().empty()) { qCWarning(Rendering) << "RenderCommand should have a mesh"; continue ; @@ -491,7 +491,7 @@ void Renderer::executeCommands(const QVector<RenderCommand *> &commands) command->m_vao = m_vaoManager->lookupHandle(QPair<HMeshData, HShader>(command->m_meshData, command->m_shader)); if (command->m_vao.isNull()) { - // Either VAO has not been created for MeshData and RenderPass + // Either VAO has not been created for QMeshData and RenderPass // Or there is no RenderPass // Tries to use vao for Mesh source and Default Technique qCDebug(Backend) << Q_FUNC_INFO << "VAO Handle is null"; @@ -499,7 +499,7 @@ void Renderer::executeCommands(const QVector<RenderCommand *> &commands) // Check if HShader exists. If it doesn't that means there is no RenderPass // Otherwise use a default renderpass name command->m_vao = m_vaoManager->lookupHandle(QPair<HMeshData, HShader>(command->m_meshData, command->m_shader)); - // Check if VAO pointer for the MeshData / RenderShader exists + // Check if VAO pointer for the QMeshData / RenderShader exists if (command->m_vao.isNull()) { qCDebug(Rendering) << Q_FUNC_INFO << "Allocating new VAO"; command->m_vao = m_vaoManager->getOrAcquireHandle(QPair<HMeshData, HShader>(command->m_meshData, command->m_shader)); @@ -509,8 +509,8 @@ void Renderer::executeCommands(const QVector<RenderCommand *> &commands) QOpenGLVertexArrayObject *vao = *(m_vaoManager->data(command->m_vao)); Q_ASSERT(vao); - // The VAO should be created only once for a MeshData and a ShaderProgram - // Manager should have a VAO Manager that are indexed by MeshData and Shader + // The VAO should be created only once for a QMeshData and a ShaderProgram + // Manager should have a VAO Manager that are indexed by QMeshData and Shader // RenderCommand should have a handle to the corresponding VAO for the Mesh and Shader bool drawIndexed = !meshData->indexAttribute().isNull(); |