Remove SceneOpenGL::Window::renderQuads()
Leftover from the OpenGL 1.x backend.
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2 changed files with 0 additions and 40 deletions
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@ -998,36 +998,6 @@ GLTexture *SceneOpenGL::Window::getDecorationTexture() const
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return texture;
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}
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void SceneOpenGL::Window::renderQuads(int, const QRegion& region, const WindowQuadList& quads,
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GLTexture *tex, bool normalized)
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{
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if (quads.isEmpty())
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return;
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const QMatrix4x4 matrix = tex->matrix(normalized ? NormalizedCoordinates : UnnormalizedCoordinates);
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// Render geometry
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GLenum primitiveType;
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int primcount;
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if (GLVertexBuffer::supportsIndexedQuads()) {
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primitiveType = GL_QUADS;
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primcount = quads.count() * 4;
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} else {
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primitiveType = GL_TRIANGLES;
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primcount = quads.count() * 6;
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}
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GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
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vbo->setVertexCount(primcount);
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GLVertex2D *map = (GLVertex2D *) vbo->map(primcount * sizeof(GLVertex2D));
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quads.makeInterleavedArrays(primitiveType, map, matrix);
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vbo->unmap();
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vbo->render(region, primitiveType, m_hardwareClipping);
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}
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WindowPixmap* SceneOpenGL::Window::createWindowPixmap()
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{
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return new OpenGLWindowPixmap(this, m_scene);
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@ -209,16 +209,6 @@ protected:
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QMatrix4x4 transformation(int mask, const WindowPaintData &data) const;
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GLTexture *getDecorationTexture() const;
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void renderQuads(int, const QRegion& region, const WindowQuadList& quads, GLTexture* tex, bool normalized);
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/**
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* @brief Prepare the OpenGL rendering state before the texture with @p type will be rendered.
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*
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* @param type The type of the Texture which will be rendered
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* @param opacity The opacity value to use for this rendering
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* @param brightness The brightness value to use for this rendering
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* @param saturation The saturation value to use for this rendering
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* @param screen The index of the screen to use for this rendering
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**/
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virtual void prepareStates(TextureType type, qreal opacity, qreal brightness, qreal saturation, int screen) = 0;
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/**
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* @brief Restores the OpenGL rendering state after the texture with @p type has been rendered.
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