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()); } }