prepareNextFrame();
if (m_rootNode) {
update();
- //### Should I be using dirty geometry too/instead?
foreach (QSGGeometryNode* node, m_nodes)
- node->markDirty(QSGNode::DirtyMaterial);//done in buildData?
+ node->markDirty(QSGNode::DirtyGeometry);//done in buildData?
}
}
int count = m_system->m_groupData[gIdx]->size();
QSGGeometryNode* node = new QSGGeometryNode();
node->setMaterial(m_material);
+ node->markDirty(QSGNode::DirtyMaterial);
m_nodes.insert(gIdx, node);
m_idxStarts.insert(gIdx, m_lastIdxStart);
prepareNextFrame();
if (m_rootNode) {
update();
- //### Should I be using dirty geometry too/instead?
foreach (QSGGeometryNode* node, m_nodes)
- node->markDirty(QSGNode::DirtyMaterial);
+ node->markDirty(QSGNode::DirtyGeometry);
}
}
break;
}
+ foreach (QSGGeometryNode* node, m_nodes)
+ node->markDirty(QSGNode::DirtyMaterial);
}
void QSGImageParticle::reloadColor(const Color4ub &c, QSGParticleData* d)