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qgsframegraph: Give names to rubberband objects
This makes it easier to debug the framegraph with the debug overlay.
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@ -630,6 +630,8 @@ QgsFrameGraph::QgsFrameGraph( QSurface *surface, QSize s, Qt3DRender::QCamera *m
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mTransparentObjectsPassLayer = new Qt3DRender::QLayer;
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mRubberBandsLayer = new Qt3DRender::QLayer;
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mRubberBandsLayer->setObjectName( "mRubberBandsLayer" );
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mPreviewLayer->setRecursive( true );
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mCastShadowsLayer->setRecursive( true );
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mForwardRenderLayer->setRecursive( true );
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@ -654,6 +656,7 @@ QgsFrameGraph::QgsFrameGraph( QSurface *surface, QSize s, Qt3DRender::QCamera *m
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// rubber bands (they should be always on top)
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Qt3DRender::QFrameGraphNode *rubberBandsPass = constructRubberBandsPass();
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rubberBandsPass->setObjectName( "rubberBandsPass" );
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rubberBandsPass->setParent( mMainViewPort );
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// shadow rendering pass
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@ -677,6 +680,7 @@ QgsFrameGraph::QgsFrameGraph( QSurface *surface, QSize s, Qt3DRender::QCamera *m
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postprocessingPass->setObjectName( "PostProcessingPass" );
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mRubberBandsRootEntity = new Qt3DCore::QEntity( mRootEntity );
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mRubberBandsRootEntity->setObjectName( "mRubberBandsRootEntity" );
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mRubberBandsRootEntity->addComponent( mRubberBandsLayer );
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// textures preview pass
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