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authorTrond Kjernaasen <trond@trolltech.com>2009-12-30 13:11:22 (GMT)
committerTrond Kjernaasen <trond@trolltech.com>2009-12-30 13:18:05 (GMT)
commit5394052c422f7087263ad6dc6d6a4448b4c4afba (patch)
tree968b00038808ee4f2968a653eb46db712e5db95e /src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h
parent2600fd42117913b427d07e510724b0ea5e355205 (diff)
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Fixed QGLWidget::renderText().
Fall back and use the GL 1 engine for the renderText() functions. Getting it to work with the GL 2 engine is a futile effort. Making it work with renderPixmap() in the GL 2 engine is not possible at all, since software contexts in general do not support shader programs. Task-number: QTBUG-5002, QTBUG-6931 Reviewed-by: Kim
Diffstat (limited to 'src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h')
-rw-r--r--src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h9
1 files changed, 1 insertions, 8 deletions
diff --git a/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h b/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h
index c94c4f4..9a5c447 100644
--- a/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h
+++ b/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h
@@ -168,8 +168,7 @@ public:
ctx(0),
useSystemClip(true),
addOffset(false),
- inverseScale(1),
- inRenderText(false)
+ inverseScale(1)
{ }
~QGL2PaintEngineExPrivate();
@@ -215,10 +214,6 @@ public:
return shaderManager->getUniformLocation(uniform);
}
-
- void prepareDepthRangeForRenderText();
- void restoreDepthRangeForRenderText();
-
void clearClip(uint value);
void writeClip(const QVectorPath &path, uint value);
void resetClipIfNeeded();
@@ -228,7 +223,6 @@ public:
void regenerateClip();
void systemStateChanged();
-
static QGLEngineShaderManager* shaderManagerForEngine(QGL2PaintEngineEx *engine) { return engine->d_func()->shaderManager; }
static QGL2PaintEngineExPrivate *getData(QGL2PaintEngineEx *engine) { return engine->d_func(); }
static void cleanupVectorPath(QPaintEngineEx *engine, void *data);
@@ -273,7 +267,6 @@ public:
GLuint lastTextureUsed;
bool needsSync;
- bool inRenderText;
bool multisamplingAlwaysEnabled;
GLfloat depthRange[2];