void QQuickContext2DNode::updateGeometry()
{
- QRectF source = m_texture->textureSubRect();
+ QRectF source = m_texture->normalizedTextureSubRect();
QSGGeometry::updateTexturedRectGeometry(&m_geometry,
QRectF(0, 0, m_size.width(), m_size.height()),
source);
updateBindOptions();
}
-QRectF QQuickContext2DFBOTexture::textureSubRect() const
+QRectF QQuickContext2DFBOTexture::normalizedTextureSubRect() const
{
return QRectF(0
, 0
virtual QImage toImage(const QRectF& region = QRectF());
virtual QPaintDevice* beginPainting();
virtual void endPainting();
- QRectF textureSubRect() const;
+ QRectF normalizedTextureSubRect() const;
virtual bool supportThreadRendering() const {return false;}
virtual bool supportDirectRendering() const {return false;}
virtual QQuickCanvasItem::RenderTarget renderTarget() const;
float tw = m_material.texture()->textureSize().width();
float th = m_material.texture()->textureSize().height();
- QRectF textureSubRect = m_material.texture()->textureSubRect();
+ QRectF textureSubRect = m_material.texture()->normalizedTextureSubRect();
QSize textureSize = m_material.texture()->textureSize();
float rightBorder = tw - m_innerRect.right();
m_geometry.setDrawingMode(GL_TRIANGLE_STRIP);
QSGGeometry::updateTexturedRectGeometry(&m_geometry, QRectF(), QRectF());
} else {
- QRectF textureRect = t->textureSubRect();
+ QRectF textureRect = t->normalizedTextureSubRect();
bool isSubRect = textureRect != QRectF(0, 0, 1, 1);
const int ceilRight = qCeil(m_sourceRect.right());
The default implementation returns a rect at position (0, 0) with
width and height of 1.
*/
-QRectF QSGTexture::textureSubRect() const
+QRectF QSGTexture::normalizedTextureSubRect() const
{
return QRectF(0, 0, 1, 1);
}
virtual bool hasAlphaChannel() const = 0;
virtual bool hasMipmaps() const = 0;
- virtual QRectF textureSubRect() const;
+ virtual QRectF normalizedTextureSubRect() const;
virtual bool isAtlasTexture() const;
QRectF QSGTexture::convertToNormalizedSourceRect(const QRectF &rect) const
{
QSize s = textureSize();
- QRectF r = textureSubRect();
+ QRectF r = normalizedTextureSubRect();
qreal sx = r.width() / s.width();
qreal sy = r.height() / s.height();