53599592e0
Comes with backends for Vulkan, Metal, Direct3D 11.1, and OpenGL (ES). All APIs are private for now. Shader conditioning (i.e. generating a QRhiShader in memory or on disk from some shader source code) is done via the tools and APIs provided by qt-labs/qtshadertools. The OpenGL support follows the cross-platform tradition of requiring ES 2.0 only, while optionally using some (ES) 3.x features. It can operate in core profile contexts as well. Task-number: QTBUG-70287 Change-Id: I246f2e36d562e404012c05db2aa72487108aa7cc Reviewed-by: Lars Knoll <lars.knoll@qt.io>
19 lines
327 B
Prolog
19 lines
327 B
Prolog
TEMPLATE = app
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QT += gui-private
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SOURCES = \
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triquadcube.cpp \
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trianglerenderer.cpp \
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quadrenderer.cpp \
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texturedcuberenderer.cpp \
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triangleoncuberenderer.cpp
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HEADERS = \
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trianglerenderer.h \
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quadrenderer.h \
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texturedcuberenderer.h \
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triangleoncuberenderer.h
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RESOURCES = triquadcube.qrc
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