Removed old OpengGL widget.
This commit is contained in:
parent
c62bde0066
commit
f042584ed5
@ -1,398 +0,0 @@
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<<<<<<< HEAD
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#include "OpenGLWidget.h"
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#include <QMouseEvent>
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#include <QMatrix4x4>
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#include <QtMath>
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using namespace PolyVox;
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using namespace std;
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OpenGLWidget::OpenGLWidget(QWidget *parent)
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:QGLWidget(parent)
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,m_xRotation(0)
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,m_yRotation(0)
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{
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}
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void OpenGLWidget::setSurfaceMeshToRender(const PolyVox::SurfaceMesh<PositionMaterial>& surfaceMesh)
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{
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//Convienient access to the vertices and indices
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const auto& vecIndices = surfaceMesh.getIndices();
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const auto& vecVertices = surfaceMesh.getVertices();
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//Create the VAO for the mesh
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//glGenVertexArrays(1, &vertexArrayObject);
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//glBindVertexArray(vertexArrayObject);
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//The GL_ARRAY_BUFFER will contain the list of vertex positions
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glGenBuffers(1, &vertexBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
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glBufferData(GL_ARRAY_BUFFER, vecVertices.size() * sizeof(PositionMaterial), vecVertices.data(), GL_STATIC_DRAW);
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//and GL_ELEMENT_ARRAY_BUFFER will contain the indices
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glGenBuffers(1, &indexBuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, vecIndices.size() * sizeof(uint32_t), vecIndices.data(), GL_STATIC_DRAW);
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//We need to tell OpenGL how to understand the format of the vertex data
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glEnableVertexAttribArray(0); //We're talking about shader attribute '0'
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(PositionMaterial), 0); //take the first 3 floats from every sizeof(decltype(vecVertices)::value_type)
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//glBindVertexArray(0);
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noOfIndices = vecIndices.size(); //Save this for the call to glDrawElements later
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}
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void OpenGLWidget::initializeGL()
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{
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initializeOpenGLFunctions();
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//Print out some information about the OpenGL implementation.
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std::cout << "OpenGL Implementation Details:" << std::endl;
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if(glGetString(GL_VENDOR))
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std::cout << "\tGL_VENDOR: " << glGetString(GL_VENDOR) << std::endl;
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if(glGetString(GL_RENDERER))
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std::cout << "\tGL_RENDERER: " << glGetString(GL_RENDERER) << std::endl;
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if(glGetString(GL_VERSION))
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std::cout << "\tGL_VERSION: " << glGetString(GL_VERSION) << std::endl;
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if(glGetString(GL_SHADING_LANGUAGE_VERSION))
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std::cout << "\tGL_SHADING_LANGUAGE_VERSION: " << glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl;
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//Set up the clear colour
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClearDepth(1.0f);
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glEnable(GL_CULL_FACE);
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE);
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glDepthFunc(GL_LEQUAL);
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glDepthRange(0.0, 1.0);
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if(!shader.addShaderFromSourceCode(QOpenGLShader::Vertex,
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"#version 140\n"
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"in vec4 position; //This will be the position of the vertex in model-space\n"
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"uniform mat4 cameraToClipMatrix;\n"
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"uniform mat4 worldToCameraMatrix;\n"
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"uniform mat4 modelToWorldMatrix;\n"
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"out vec4 worldPosition; //This is being passed to the fragment shader to calculate the normals\n"
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"void main()\n"
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"{\n"
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" worldPosition = modelToWorldMatrix * position;\n"
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" vec4 cameraPosition = worldToCameraMatrix * worldPosition;\n"
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" gl_Position = cameraToClipMatrix * cameraPosition;\n"
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"}\n"
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))
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{
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std::cerr << shader.log().toStdString() << std::endl;
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exit(EXIT_FAILURE);
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}
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if(!shader.addShaderFromSourceCode(QOpenGLShader::Fragment,
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"#version 130\n"
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"in vec4 worldPosition; //Passed in from the vertex shader\n"
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"out vec4 outputColor;\n"
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"void main()\n"
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"{\n"
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" vec3 normal = normalize(cross(dFdy(worldPosition.xyz), dFdx(worldPosition.xyz)));\n"
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" float color = clamp(abs(dot(normalize(normal.xyz), vec3(0.9,0.1,0.5))), 0, 1);\n"
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" outputColor = vec4(1.0, 0.5, color, 1.0);\n"
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"}\n"
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))
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{
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std::cerr << shader.log().toStdString() << std::endl;
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exit(EXIT_FAILURE);
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}
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shader.bindAttributeLocation("position", 0);
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if(!shader.link())
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{
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std::cerr << shader.log().toStdString() << std::endl;
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exit(EXIT_FAILURE);
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}
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shader.bind();
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QMatrix4x4 worldToCameraMatrix;
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worldToCameraMatrix.translate(0, 0, -50); //Move the camera back by 50 units
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shader.setUniformValue("worldToCameraMatrix", worldToCameraMatrix);
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shader.release();
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}
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void OpenGLWidget::resizeGL(int w, int h)
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{
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//Setup the viewport
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glViewport(0, 0, w, h);
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auto aspectRatio = w / (float)h;
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float zNear = 1.0;
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float zFar = 1000.0;
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QMatrix4x4 cameraToClipMatrix;
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cameraToClipMatrix.frustum(-aspectRatio, aspectRatio, -1, 1, zNear, zFar);
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shader.bind();
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shader.setUniformValue("cameraToClipMatrix", cameraToClipMatrix);
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shader.release();
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}
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void OpenGLWidget::paintGL()
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{
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//Clear the screen
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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QMatrix4x4 modelToWorldMatrix;
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modelToWorldMatrix.rotate(m_xRotation, 0, 1, 0); //rotate around y-axis
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modelToWorldMatrix.rotate(m_yRotation, 1, 0, 0); //rotate around x-axis
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modelToWorldMatrix.translate(-32, -32, -32); //centre the model on the origin
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shader.bind();
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shader.setUniformValue("modelToWorldMatrix", modelToWorldMatrix); //Update to the latest camera matrix
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//glBindVertexArray(vertexArrayObject);
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glDrawElements(GL_TRIANGLES, noOfIndices, GL_UNSIGNED_INT, 0);
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//glBindVertexArray(0);
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shader.release();
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GLenum errCode = glGetError();
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if(errCode != GL_NO_ERROR)
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{
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std::cerr << "OpenGL Error: " << errCode << std::endl;
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}
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}
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void OpenGLWidget::mousePressEvent(QMouseEvent* event)
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{
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m_CurrentMousePos = event->pos();
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m_LastFrameMousePos = m_CurrentMousePos;
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update();
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}
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void OpenGLWidget::mouseMoveEvent(QMouseEvent* event)
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{
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m_CurrentMousePos = event->pos();
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QPoint diff = m_CurrentMousePos - m_LastFrameMousePos;
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m_xRotation += diff.x();
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m_yRotation += diff.y();
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m_LastFrameMousePos = m_CurrentMousePos;
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update();
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}
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=======
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#include "OpenGLWidget.h"
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#include <QMouseEvent>
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#include <QMatrix4x4>
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#include <QtMath>
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using namespace PolyVox;
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using namespace std;
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OpenGLWidget::OpenGLWidget(QWidget *parent)
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:QGLWidget(parent)
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,m_xRotation(0)
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,m_yRotation(0)
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{
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}
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void OpenGLWidget::setSurfaceMeshToRender(const PolyVox::SurfaceMesh<PositionMaterial>& surfaceMesh)
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{
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//Convienient access to the vertices and indices
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const auto& vecIndices = surfaceMesh.getIndices();
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const auto& vecVertices = surfaceMesh.getVertices();
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//Create the VAO for the mesh
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glGenVertexArrays(1, &vertexArrayObject);
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glBindVertexArray(vertexArrayObject);
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//The GL_ARRAY_BUFFER will contain the list of vertex positions
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glGenBuffers(1, &vertexBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
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glBufferData(GL_ARRAY_BUFFER, vecVertices.size() * sizeof(PositionMaterial), vecVertices.data(), GL_STATIC_DRAW);
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//and GL_ELEMENT_ARRAY_BUFFER will contain the indices
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glGenBuffers(1, &indexBuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, vecIndices.size() * sizeof(uint32_t), vecIndices.data(), GL_STATIC_DRAW);
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//We need to tell OpenGL how to understand the format of the vertex data
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glEnableVertexAttribArray(0); //We're talking about shader attribute '0'
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(PositionMaterial), 0); //take the first 3 floats from every sizeof(decltype(vecVertices)::value_type)
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glBindVertexArray(0);
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noOfIndices = vecIndices.size(); //Save this for the call to glDrawElements later
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}
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void OpenGLWidget::initializeGL()
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{
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GLenum err = glewInit();
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if (GLEW_OK != err)
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{
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/* Problem: glewInit failed, something is seriously wrong. */
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std::cout << "GLEW Error: " << glewGetErrorString(err) << std::endl;
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}
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//Print out some information about the OpenGL implementation.
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std::cout << "OpenGL Implementation Details:" << std::endl;
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if(glGetString(GL_VENDOR))
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std::cout << "\tGL_VENDOR: " << glGetString(GL_VENDOR) << std::endl;
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if(glGetString(GL_RENDERER))
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std::cout << "\tGL_RENDERER: " << glGetString(GL_RENDERER) << std::endl;
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if(glGetString(GL_VERSION))
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std::cout << "\tGL_VERSION: " << glGetString(GL_VERSION) << std::endl;
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if(glGetString(GL_SHADING_LANGUAGE_VERSION))
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std::cout << "\tGL_SHADING_LANGUAGE_VERSION: " << glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl;
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//Set up the clear colour
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClearDepth(1.0f);
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glEnable(GL_CULL_FACE);
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE);
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glDepthFunc(GL_LEQUAL);
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glDepthRange(0.0, 1.0);
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if(!shader.addShaderFromSourceCode(QOpenGLShader::Vertex, R"(
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#version 140
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in vec4 position; //This will be the position of the vertex in model-space
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uniform mat4 cameraToClipMatrix;
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uniform mat4 worldToCameraMatrix;
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uniform mat4 modelToWorldMatrix;
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out vec4 worldPosition; //This is being passed to the fragment shader to calculate the normals
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void main()
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{
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worldPosition = modelToWorldMatrix * position;
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vec4 cameraPosition = worldToCameraMatrix * worldPosition;
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gl_Position = cameraToClipMatrix * cameraPosition;
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}
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)"))
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{
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std::cerr << shader.log().toStdString() << std::endl;
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exit(EXIT_FAILURE);
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}
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if(!shader.addShaderFromSourceCode(QOpenGLShader::Fragment, R"(
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#version 130
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in vec4 worldPosition; //Passed in from the vertex shader
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out vec4 outputColor;
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void main()
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{
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vec3 normal = normalize(cross(dFdy(worldPosition.xyz), dFdx(worldPosition.xyz)));
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float color = clamp(abs(dot(normalize(normal.xyz), vec3(0.9,0.1,0.5))), 0, 1);
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outputColor = vec4(1.0, 0.5, color, 1.0);
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}
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)"))
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{
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std::cerr << shader.log().toStdString() << std::endl;
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exit(EXIT_FAILURE);
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}
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shader.bindAttributeLocation("position", 0);
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if(!shader.link())
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{
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std::cerr << shader.log().toStdString() << std::endl;
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exit(EXIT_FAILURE);
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}
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shader.bind();
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QMatrix4x4 worldToCameraMatrix{};
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worldToCameraMatrix.translate(0, 0, -50); //Move the camera back by 50 units
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shader.setUniformValue("worldToCameraMatrix", worldToCameraMatrix);
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shader.release();
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}
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void OpenGLWidget::resizeGL(int w, int h)
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{
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//Setup the viewport
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glViewport(0, 0, w, h);
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auto aspectRatio = w / (float)h;
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float zNear = 1.0;
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float zFar = 1000.0;
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QMatrix4x4 cameraToClipMatrix{};
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cameraToClipMatrix.frustum(-aspectRatio, aspectRatio, -1, 1, zNear, zFar);
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shader.bind();
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shader.setUniformValue("cameraToClipMatrix", cameraToClipMatrix);
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shader.release();
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}
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void OpenGLWidget::paintGL()
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{
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//Clear the screen
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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QMatrix4x4 modelToWorldMatrix{};
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modelToWorldMatrix.rotate(m_xRotation, 0, 1, 0); //rotate around y-axis
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modelToWorldMatrix.rotate(m_yRotation, 1, 0, 0); //rotate around x-axis
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modelToWorldMatrix.translate(-32, -32, -32); //centre the model on the origin
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shader.bind();
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shader.setUniformValue("modelToWorldMatrix", modelToWorldMatrix); //Update to the latest camera matrix
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glBindVertexArray(vertexArrayObject);
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glDrawElements(GL_TRIANGLES, noOfIndices, GL_UNSIGNED_INT, 0);
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glBindVertexArray(0);
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shader.release();
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GLenum errCode = glGetError();
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if(errCode != GL_NO_ERROR)
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{
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std::cerr << "OpenGL Error: " << errCode << std::endl;
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}
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}
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void OpenGLWidget::mousePressEvent(QMouseEvent* event)
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{
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m_CurrentMousePos = event->pos();
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m_LastFrameMousePos = m_CurrentMousePos;
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update();
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}
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void OpenGLWidget::mouseMoveEvent(QMouseEvent* event)
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{
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m_CurrentMousePos = event->pos();
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QPoint diff = m_CurrentMousePos - m_LastFrameMousePos;
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m_xRotation += diff.x();
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m_yRotation += diff.y();
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m_LastFrameMousePos = m_CurrentMousePos;
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update();
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}
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>>>>>>> parent of 2da902d... This change reverts PolyVox back to using Qt 4.8. This is expected to be a temporary change, required because moving to Qt 5 caused various complications on Windows which we are not yet ready to address.
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@ -1,143 +0,0 @@
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<<<<<<< HEAD
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/*******************************************************************************
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Copyright (c) 2005-2009 David Williams
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source
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distribution.
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*******************************************************************************/
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#ifndef __BasicExample_OpenGLWidget_H__
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#define __BasicExample_OpenGLWidget_H__
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#include "PolyVoxCore/SurfaceMesh.h"
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#include <QOpenGLFunctions>
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#include <QGLWidget>
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#include <QOpenGLShaderProgram>
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#include <QOpenGLVertexArrayObject>
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#include <QOpenGLBuffer>
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class OpenGLWidget : public QGLWidget, protected QOpenGLFunctions
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{
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public:
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//Constructor
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OpenGLWidget(QWidget *parent);
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//Mouse handling
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void mouseMoveEvent(QMouseEvent* event);
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void mousePressEvent(QMouseEvent* event);
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//Convert a SurfaceMesh to OpenGL index/vertex buffers
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void setSurfaceMeshToRender(const PolyVox::SurfaceMesh<PolyVox::PositionMaterial>& surfaceMesh);
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protected:
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//Qt OpenGL functions
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void initializeGL();
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void resizeGL(int w, int h);
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void paintGL();
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private:
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//Index/vertex buffer data
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GLuint noOfIndices;
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GLuint indexBuffer;
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GLuint vertexBuffer;
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GLuint vertexArrayObject;
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QOpenGLShaderProgram shader;
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//Mouse data
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QPoint m_LastFrameMousePos;
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QPoint m_CurrentMousePos;
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int m_xRotation;
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int m_yRotation;
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};
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#endif //__BasicExample_OpenGLWidget_H__
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=======
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/*******************************************************************************
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Copyright (c) 2005-2009 David Williams
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
|
||||
3. This notice may not be removed or altered from any source
|
||||
distribution.
|
||||
*******************************************************************************/
|
||||
|
||||
#ifndef __BasicExample_OpenGLWidget_H__
|
||||
#define __BasicExample_OpenGLWidget_H__
|
||||
|
||||
#include "PolyVoxCore/SurfaceMesh.h"
|
||||
|
||||
#include "glew/glew.h"
|
||||
|
||||
#include <QGLWidget>
|
||||
#include <QOpenGLShaderProgram>
|
||||
|
||||
class OpenGLWidget : public QGLWidget
|
||||
{
|
||||
public:
|
||||
//Constructor
|
||||
OpenGLWidget(QWidget *parent);
|
||||
|
||||
//Mouse handling
|
||||
void mouseMoveEvent(QMouseEvent* event);
|
||||
void mousePressEvent(QMouseEvent* event);
|
||||
|
||||
//Convert a SurfaceMesh to OpenGL index/vertex buffers
|
||||
void setSurfaceMeshToRender(const PolyVox::SurfaceMesh<PolyVox::PositionMaterial>& surfaceMesh);
|
||||
|
||||
protected:
|
||||
//Qt OpenGL functions
|
||||
void initializeGL();
|
||||
void resizeGL(int w, int h);
|
||||
void paintGL();
|
||||
|
||||
private:
|
||||
//Index/vertex buffer data
|
||||
GLuint noOfIndices;
|
||||
GLuint indexBuffer;
|
||||
GLuint vertexBuffer;
|
||||
GLuint vertexArrayObject;
|
||||
|
||||
QOpenGLShaderProgram shader;
|
||||
|
||||
//Mouse data
|
||||
QPoint m_LastFrameMousePos;
|
||||
QPoint m_CurrentMousePos;
|
||||
int m_xRotation;
|
||||
int m_yRotation;
|
||||
};
|
||||
|
||||
#endif //__BasicExample_OpenGLWidget_H__
|
||||
>>>>>>> parent of 2da902d... This change reverts PolyVox back to using Qt 4.8. This is expected to be a temporary change, required because moving to Qt 5 caused various complications on Windows which we are not yet ready to address.
|
@ -51,7 +51,7 @@ QT5_ADD_RESOURCES(COMMON_RESOURCES_RCC ../common/example.qrc)
|
||||
SOURCE_GROUP("Resource Files" FILES ../common/example.qrc ${COMMON_RESOURCES_RCC})
|
||||
|
||||
#Build
|
||||
ADD_EXECUTABLE(SmoothLODExample ${SRC_FILES})
|
||||
ADD_EXECUTABLE(SmoothLODExample ${SRC_FILES} ${COMMON_RESOURCES_RCC})
|
||||
IF(MSVC)
|
||||
SET_TARGET_PROPERTIES(SmoothLODExample PROPERTIES COMPILE_FLAGS "/W4 /wd4127") #All warnings
|
||||
ENDIF(MSVC)
|
||||
|
Loading…
x
Reference in New Issue
Block a user