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authorSean Harmer <sean.harmer@kdab.com>2014-08-18 12:20:56 +0100
committerSean Harmer <sean.harmer@kdab.com>2014-08-18 14:25:01 +0200
commit3f9961b6c9fddf1fcf17c83d7fb77f52af5c8fd7 (patch)
tree417d43bca6360255d7a4cd8b980a4fadc8290129 /src/render/backend/renderer.cpp
parent7ae3f3b737fa893da5d12d8ec5aff09e82f6dfb6 (diff)
downloadqt3d-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.cpp10
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();