25 QByteArray *buf = state.uniformData();
26 const int shaderMatrixCount = newMaterial->viewCount();
27 const int matrixCount = qMin(state.projectionMatrixCount(), shaderMatrixCount);
29 for (
int viewIndex = 0; viewIndex < matrixCount; ++viewIndex) {
30 if (state.isMatrixDirty()) {
31 const QMatrix4x4 m = state.combinedMatrix(viewIndex);
32 memcpy(buf->data() + 64 * viewIndex, m.constData(), 64);
37 if (state.isOpacityDirty()) {
38 const float opacity = state.opacity();
39 memcpy(buf->data() + 64 * shaderMatrixCount, &opacity, 4);