Example #1
0
void StandardShader::setUntextured()
{
    // Activate an internal 1x1 A8 texture.
    m_ColorModel = 2;
    m_pWhiteTex->activate(GL_TEXTURE0);
    disableColorspaceMatrix();
    setGamma(glm::vec4(1.f,1.f,1.f,1.f));
    setPremultipliedAlpha(false);
    setMask(false);
}
void CanvasContextAttributes::setFrom(const QVariantMap &options)
{
    for (QVariantMap::const_iterator iter = options.begin(); iter != options.end(); ++iter) {
        if (iter.key() == "alpha")
            setAlpha(iter.value().toBool());
        else if (iter.key() == "depth")
            setDepth(iter.value().toBool());
        else if (iter.key() == "stencil")
            setStencil(iter.value().toBool());
        else if (iter.key() == "antialias")
            setAntialias(iter.value().toBool());
        else if (iter.key() == "premultipliedAlpha")
            setPremultipliedAlpha(iter.value().toBool());
        else if (iter.key() == "preserveDrawingBuffer")
            setPreserveDrawingBuffer(iter.value().toBool());
        else if (iter.key() == "preferLowPowerToHighPerformance")
            setPreferLowPowerToHighPerformance(iter.value().toBool());
        else if (iter.key() == "failIfMajorPerformanceCaveat")
            setFailIfMajorPerformanceCaveat(iter.value().toBool());
    }
}