2189e0f2fc
The original restriction to UniformBuffer was due to the GL backend where there is no GL buffer object for QRhiBuffers with usage UniformBuffer. However, we can still implement this for cases when there is a true GL buffer object underneath. With other backends it should all work as-is already. This becomes useful when one has buffers with usage Vertex that need full updates every frame. (f.ex. instance data) Unfortunately this involves renaming the function. But while at it, add an autotest case as well. Change-Id: Iff59e4509a8bae06654cc92fe8428bd79eb012fb Reviewed-by: Andy Nichols <andy.nichols@qt.io> |
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buildshaders.bat | ||
CMakeLists.txt | ||
material.frag | ||
material.frag.qsb | ||
material.vert | ||
material.vert.qsb | ||
noninstanced.cpp | ||
noninstanced.pro | ||
noninstanced.qrc |