According to QUIP-18 [1], all test files should be
LicenseRef-Qt-Commercial OR GPL-3.0-only
[1]: https://contribute.qt-project.org/quips/18
Pick-to: 6.7
Task-number: QTBUG-121787
Change-Id: I966d4033a73aacabb39f582270f2f1c18e2bcecd
Reviewed-by: Kai Köhne <kai.koehne@qt.io>
Replace the current license disclaimer in files by
a SPDX-License-Identifier.
License files are organized under LICENSES directory.
Pick-to: 6.4
Task-number: QTBUG-67283
Change-Id: I8105424281eed871037fa6c463871ca8829876b5
Reviewed-by: Jörg Bornemann <joerg.bornemann@qt.io>
This only loads the shader source once instead of 1000 times. Reduces
the time to first frame by a further 30% by massively reducing the
work the main thread has to do at startup. The Qt3DExtras material
classes are convenient but lead to bad practices like this. We should
provide a way to allow them to share the effect easily but still use
the provided materials for their API. Perhaps a new ctor overload that
takes a QEffect pointer would work nicely.
Also fixed some float vs double vs int precision warnings as a drive
by.
Change-Id: I181de8d95841eb88c91c29ef6f45d215da079b98
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
No point loading the same data 1k times. Shaves 35% off the time from
application start to first frame being complete.
Change-Id: I8cd7c8a5aa377c0663c03e35d7a4c03f50b052f6
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>