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author | Samuel Rødal <sroedal@trolltech.com> | 2009-10-26 10:09:05 (GMT) |
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committer | Samuel Rødal <sroedal@trolltech.com> | 2009-10-27 08:28:03 (GMT) |
commit | 0ceeded769563914622d26f35397921001c889c8 (patch) | |
tree | a0f7e66097d4563530b81ff51d37f855f5d2d137 /src/opengl | |
parent | 487ebd770e1a406270e24aec97a90adea2062c3a (diff) | |
download | Qt-0ceeded769563914622d26f35397921001c889c8.zip Qt-0ceeded769563914622d26f35397921001c889c8.tar.gz Qt-0ceeded769563914622d26f35397921001c889c8.tar.bz2 |
Made blur and drop shadow APIs use qreal instead of int for blur radius.
There's no reason to lock ourselves to int in the API when some of the
backend could handle floating point blur radii.
Reviewed-by: Bjørn Erik Nilsen
Diffstat (limited to 'src/opengl')
-rw-r--r-- | src/opengl/qglpixmapfilter.cpp | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/src/opengl/qglpixmapfilter.cpp b/src/opengl/qglpixmapfilter.cpp index 0603369..656957d 100644 --- a/src/opengl/qglpixmapfilter.cpp +++ b/src/opengl/qglpixmapfilter.cpp @@ -341,7 +341,7 @@ bool QGLPixmapBlurFilter::processGL(QPainter *painter, const QPointF &pos, const { QGLPixmapBlurFilter *filter = const_cast<QGLPixmapBlurFilter *>(this); - int radius = this->radius(); + int radius = qRound(this->radius()); if (!m_haveCached || (m_hint == Qt::QualityHint && radius != m_cachedRadius)) { // Only regenerate the shader from source if parameters have changed. m_haveCached = true; @@ -530,7 +530,7 @@ bool QGLPixmapDropShadowFilter::processGL(QPainter *painter, const QPointF &pos, { QGLPixmapDropShadowFilter *filter = const_cast<QGLPixmapDropShadowFilter *>(this); - int radius = this->blurRadius(); + int radius = qRound(this->blurRadius()); if (!m_haveCached || (m_hint == Qt::QualityHint && radius != m_cachedRadius)) { // Only regenerate the shader from source if parameters have changed. m_haveCached = true; |