Fill recursive ShaderEffectSource with transparent when using alpha.
authorGunnar Sletta <gunnar.sletta@digia.com>
Thu, 7 Nov 2013 10:08:49 +0000 (11:08 +0100)
committerThe Qt Project <gerrit-noreply@qt-project.org>
Thu, 7 Nov 2013 18:13:30 +0000 (19:13 +0100)
commit734f424ee97fc74027f2717c592c0b329e41573b
tree8eada28320d34ba313931de7bbca8cb411effd74
parentc29e825ec6064aa266f0082b3d3b1cb0ceb0809a
Fill recursive ShaderEffectSource with transparent when using alpha.

The logic relies on m_fbo being 0 on the first render pass, in which
case it will pick texture id 0 which is solid black. Though this
works ok, it results in recursive shader effect sources starting
out black which is ugly.

Change-Id: I22b1d50e02c00583837b8152c5fb850263038a93
Reviewed-by: Laszlo Agocs <laszlo.agocs@digia.com>
src/quick/items/qquickshadereffectsource.cpp
src/quick/items/qquickshadereffectsource_p.h