if (m_startedImageAssembly)
return;
m_loaded = false;
+ m_errorsPrinted = false;
//This could also trigger the start of the image loading in Sprites, however that currently happens in Sprite::setSource
QImage QQuickSpriteEngine::assembledImage()
{
QQuickPixmap::Status stat = status();
- if (stat == QQuickPixmap::Error)
+ if (!m_errorsPrinted && stat == QQuickPixmap::Error) {
foreach (QQuickSprite* s, m_sprites)
if (s->m_pix.isError())
qmlInfo(s) << s->m_pix.error();
+ m_errorsPrinted = true;
+ }
if (stat != QQuickPixmap::Ready)
return QImage();