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It seems like the delay hack worked - let's make it shorter
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tests/src/3d/testqgs3drendering.cpp
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@@ -128,7 +128,7 @@ void TestQgs3DRendering::testFlatTerrain() |
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// look from the top |
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scene->cameraController()->setLookingAtPoint( QgsVector3D( 0, 0, 0 ), 2500, 0, 0 ); |
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QImage img = Qgs3DUtils::captureSceneImage( engine, scene ); |
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QTest::qSleep( 1000 ); |
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QTest::qSleep( 100 ); // a hack to avoid blank render on Travis |
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img = Qgs3DUtils::captureSceneImage( engine, scene ); |
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QVERIFY( renderCheck( "flat_terrain_1", img, 40 ) ); |
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@@ -162,6 +162,7 @@ void TestQgs3DRendering::testDemTerrain() |
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engine.setRootEntity( scene ); |
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scene->cameraController()->setLookingAtPoint( QgsVector3D( 0, 0, 0 ), 2000, 60, 0 ); |
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QTest::qSleep( 100 ); // a hack to avoid blank render on Travis |
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QImage img3 = Qgs3DUtils::captureSceneImage( engine, scene ); |
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QVERIFY( renderCheck( "dem_terrain_1", img3, 40 ) ); |
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