Mark custom node in textureinthread dirty after rendering texture
authorTasuku Suzuki <stasuku@gmail.com>
Sat, 16 Aug 2014 13:15:32 +0000 (22:15 +0900)
committerTasuku Suzuki <stasuku@gmail.com>
Tue, 26 Aug 2014 01:43:52 +0000 (03:43 +0200)
Change-Id: I4401a6db18b1fcc69403062f3f4775d3b62dfd3e
Reviewed-by: Gunnar Sletta <gunnar@sletta.org>
examples/quick/scenegraph/textureinthread/threadrenderer.cpp

index 270a7f4..d840d39 100644 (file)
@@ -192,6 +192,8 @@ public slots:
             m_texture = m_window->createTextureFromId(newId, size);
             setTexture(m_texture);
 
+            markDirty(DirtyMaterial);
+
             // This will notify the rendering thread that the texture is now being rendered
             // and it can start rendering to the other one.
             emit textureInUse();