Qt3D.Core.Aspects: Qt3DCore::QAspectEngine::QAspectEngine(QObject*) Qt3D.Core.Aspects: Qt3DCore::QAspectThread::QAspectThread(QObject*) Qt3D.Core.Aspects: Starting QAspectThread and going to sleep until it is ready for us... Qt3D.Core.Aspects: Entering void QAspectThread::run() Qt3D.Core.ChangeArbiter: tickInterval = 16666667 ns Qt3D.Core.Aspects: Qt3DCore::QAspectManager::QAspectManager(QObject*) Qt3D.Core.Aspects: void Qt3DCore::QAspectManager::initialize() Qt3D.Core.ChangeArbiter: static void Qt3DCore::QChangeArbiter::createThreadLocalChangeQueue(void*) QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: static void Qt3DCore::QChangeArbiter::createThreadLocalChangeQueue(void*) QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: static void Qt3DCore::QChangeArbiter::createThreadLocalChangeQueue(void*) QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: static void Qt3DCore::QChangeArbiter::createThreadLocalChangeQueue(void*) QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.Aspects: QAspectThead is now ready & calling thread is now awake again Qt3D.Core.Aspects: void Qt3DCore::QAspectManager::exec() ***** Entering main loop ***** Qt3D.Core.Nodes: void Qt3DCore::QEntity::addComponent(Qt3DCore::QComponent*) Qt3DRender::QRenderSettings(0x563bd46c34b0) Qt3D.Core.Nodes: void Qt3DCore::QEntity::addComponent(Qt3DCore::QComponent*) Qt3DInput::QInputSettings(0x563bd46dece0) Qt3D.Core.Nodes: void Qt3DCore::QEntity::addComponent(Qt3DCore::QComponent*) Qt3DRender::QCameraLens(0x563bd46c6940) Qt3D.Core.Nodes: void Qt3DCore::QEntity::addComponent(Qt3DCore::QComponent*) Qt3DCore::QTransform(0x563bd46df230) Qt3D.Core.Nodes: void Qt3DCore::QEntity::addComponent(Qt3DCore::QComponent*) Qt3DLogic::QFrameAction(0x563bd47a4970) Qt3D.Core.Nodes: void Qt3DCore::QEntity::addComponent(Qt3DCore::QComponent*) Qt3DInput::QLogicalDevice(0x563bd47a4950) Qt3D.Core.Nodes: void Qt3DCore::QEntity::addComponent(Qt3DCore::QComponent*) Qt3DExtras::QSphereMesh(0x563bd47b81b0) Qt3D.Core.Nodes: void Qt3DCore::QEntity::addComponent(Qt3DCore::QComponent*) Qt3DExtras::QPhongMaterial(0x563bd47acbd0) Qt3D.Core.Nodes: void Qt3DCore::QEntity::addComponent(Qt3DCore::QComponent*) Qt3DCore::QTransform_QML_0(0x563bd47ba8a0) Qt3D.Core.Nodes: void Qt3DCore::QEntity::addComponent(Qt3DCore::QComponent*) Qt3DExtras::QTorusMesh(0x563bd47b2800) Qt3D.Core.Nodes: void Qt3DCore::QEntity::addComponent(Qt3DCore::QComponent*) Qt3DExtras::QPhongMaterial(0x563bd47acbd0) Qt3D.Core.Nodes: void Qt3DCore::QEntity::addComponent(Qt3DCore::QComponent*) Qt3DCore::QTransform(0x563bd47b7b70) Qt3D.Core.Aspects: Registering aspect Qt3D.Core.Aspects: Completed registering aspect Qt3D.Core.Aspects: Registering aspect Qt3D.Core.Aspects: Completed registering aspect Qt3D.Core.Aspects: Registering aspect Qt3D.Renderer.Backend: virtual void Qt3DRender::Render::Renderer::registerEventFilter(Qt3DCore::QEventFilterService*) Qt3DCore::QAspectThread(0x563bd46cc5e0) Qt3D.Core.Aspects: Completed registering aspect Qt3D.Scene3D: Qt3DRender::Scene3DSGNode::Scene3DSGNode() QThread(0x563bd43f1830) Qt3D.Core.Aspects: void Qt3DCore::QAspectEngine::setRootEntity(Qt3DCore::QEntityPtr) root = QSharedPointer(Qt3DCore::Quick::Quick3DEntity(0x563bd45beb30)) Qt3D.Core.ChangeArbiter: static void Qt3DCore::QChangeArbiter::createUnmanagedThreadLocalChangeQueue(void*) QThread(0x563bd43f1830) Qt3D.Core.Aspects: Begin setting scene root on aspect manager Qt3D.Core.Aspects: void Qt3DCore::QAspectManager::setRootEntity(Qt3DCore::QEntity*, const QVector >&) Qt3D.Core.Aspects: void Qt3DCore::QAbstractAspectPrivate::setRootAndCreateNodes(Qt3DCore::QEntity*, const QVector >&) rootObject = Qt3DCore::Quick::Quick3DEntity(0x563bd45beb30) Qt3D.Core.Nodes: "Input Aspect" Creating backend node for node id 11 of type Qt3DInput::QInputSettings Qt3D.Core.Nodes: "Input Aspect" Creating backend node for node id 43 of type Qt3DInput::QLogicalDevice Qt3D.Core.Nodes: "Input Aspect" Creating backend node for node id 16 of type Qt3DInput::QAction Qt3D.Core.Nodes: "Input Aspect" Creating backend node for node id 26 of type Qt3DInput::QActionInput Qt3D.Core.Nodes: "Input Aspect" Creating backend node for node id 42 of type Qt3DInput::QMouseDevice Qt3D.Core.Nodes: "Input Aspect" Creating backend node for node id 17 of type Qt3DInput::QAction Qt3D.Core.Nodes: "Input Aspect" Creating backend node for node id 27 of type Qt3DInput::QActionInput Qt3D.Core.Nodes: "Input Aspect" Creating backend node for node id 18 of type Qt3DInput::QAction Qt3D.Core.Nodes: "Input Aspect" Creating backend node for node id 28 of type Qt3DInput::QActionInput Qt3D.Core.Nodes: "Input Aspect" Creating backend node for node id 19 of type Qt3DInput::QAction Qt3D.Core.Nodes: "Input Aspect" Creating backend node for node id 29 of type Qt3DInput::QActionInput Qt3D.Core.Nodes: "Input Aspect" Creating backend node for node id 41 of type Qt3DInput::QKeyboardDevice Qt3D.Core.Nodes: "Input Aspect" Creating backend node for node id 20 of type Qt3DInput::QAction Qt3D.Core.Nodes: "Input Aspect" Creating backend node for node id 30 of type Qt3DInput::QActionInput Qt3D.Core.Nodes: "Input Aspect" Creating backend node for node id 21 of type Qt3DInput::QAxis Qt3D.Core.Nodes: "Input Aspect" Creating backend node for node id 31 of type Qt3DInput::QAnalogAxisInput Qt3D.Core.Nodes: "Input Aspect" Creating backend node for node id 22 of type Qt3DInput::QAxis Qt3D.Core.Nodes: "Input Aspect" Creating backend node for node id 32 of type Qt3DInput::QAnalogAxisInput Qt3D.Core.Nodes: "Input Aspect" Creating backend node for node id 23 of type Qt3DInput::QAxis Qt3D.Core.Nodes: "Input Aspect" Creating backend node for node id 35 of type Qt3DInput::QButtonAxisInput Qt3D.Core.Nodes: "Input Aspect" Creating backend node for node id 38 of type Qt3DInput::QButtonAxisInput Qt3D.Core.Nodes: "Input Aspect" Creating backend node for node id 24 of type Qt3DInput::QAxis Qt3D.Core.Nodes: "Input Aspect" Creating backend node for node id 36 of type Qt3DInput::QButtonAxisInput Qt3D.Core.Nodes: "Input Aspect" Creating backend node for node id 39 of type Qt3DInput::QButtonAxisInput Qt3D.Core.Nodes: "Input Aspect" Creating backend node for node id 25 of type Qt3DInput::QAxis Qt3D.Core.Nodes: "Input Aspect" Creating backend node for node id 33 of type Qt3DInput::QAnalogAxisInput Qt3D.Core.Nodes: "Input Aspect" Creating backend node for node id 34 of type Qt3DInput::QAnalogAxisInput Qt3D.Core.Nodes: "Input Aspect" Creating backend node for node id 37 of type Qt3DInput::QButtonAxisInput Qt3D.Core.Nodes: "Input Aspect" Creating backend node for node id 40 of type Qt3DInput::QButtonAxisInput Qt3D.Core.Aspects: void Qt3DCore::QAbstractAspectPrivate::setRootAndCreateNodes(Qt3DCore::QEntity*, const QVector >&) rootObject = Qt3DCore::Quick::Quick3DEntity(0x563bd45beb30) Qt3D.Core.Nodes: "Logic Aspect" Creating backend node for node id 44 of type Qt3DLogic::QFrameAction Qt3D.Core.Aspects: void Qt3DCore::QAbstractAspectPrivate::setRootAndCreateNodes(Qt3DCore::QEntity*, const QVector >&) rootObject = Qt3DCore::Quick::Quick3DEntity(0x563bd45beb30) Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 1 of type Qt3DCore::QEntity Qt3D.Renderer.RenderNodes: Creating Entity id = 1 parentId = 0 Qt3D.Renderer.RenderNodes: void Qt3DRender::Render::Entity::addComponent(Qt3DCore::QNodeIdTypePair) id = 2 Qt3DRender::QRenderSettings Qt3D.Renderer.RenderNodes: void Qt3DRender::Render::Entity::addComponent(Qt3DCore::QNodeIdTypePair) id = 11 Qt3DInput::QInputSettings Qt3D.Renderer.RenderNodes: virtual void Qt3DRender::Render::Entity::initializeFromPeer(const QNodeCreatedChangeBasePtr&) No parent entity found for Entity 1 Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 2 of type Qt3DRender::QRenderSettings Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 4 of type Qt3DExtras::QForwardRenderer Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 5 of type Qt3DRender::QRenderSurfaceSelector Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 6 of type Qt3DRender::QViewport Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 7 of type Qt3DRender::QCameraSelector Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 8 of type Qt3DRender::QClearBuffers Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 9 of type Qt3DRender::QFrustumCulling Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 10 of type Qt3DRender::QFilterKey Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 12 of type Qt3DRender::QCamera Qt3D.Renderer.RenderNodes: Creating Entity id = 12 parentId = 1 Qt3D.Renderer.RenderNodes: void Qt3DRender::Render::Entity::addComponent(Qt3DCore::QNodeIdTypePair) id = 13 Qt3DRender::QCameraLens Qt3D.Renderer.RenderNodes: void Qt3DRender::Render::Entity::addComponent(Qt3DCore::QNodeIdTypePair) id = 14 Qt3DCore::QTransform Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 13 of type Qt3DRender::QCameraLens Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 14 of type Qt3DCore::QTransform Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 15 of type Qt3DExtras::QFirstPersonCameraController Qt3D.Renderer.RenderNodes: Creating Entity id = 15 parentId = 1 Qt3D.Renderer.RenderNodes: void Qt3DRender::Render::Entity::addComponent(Qt3DCore::QNodeIdTypePair) id = 44 Qt3DLogic::QFrameAction Qt3D.Renderer.RenderNodes: void Qt3DRender::Render::Entity::addComponent(Qt3DCore::QNodeIdTypePair) id = 43 Qt3DInput::QLogicalDevice Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 45 of type Qt3DExtras::QPhongMaterial Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 58 of type Qt3DRender::QShaderProgramBuilder Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 57 of type Qt3DRender::QShaderProgram Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 60 of type Qt3DRender::QShaderProgramBuilder Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 59 of type Qt3DRender::QShaderProgram Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 61 of type Qt3DRender::QFilterKey Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 46 of type Qt3DRender::QEffect Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 51 of type Qt3DRender::QTechnique Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 54 of type Qt3DRender::QRenderPass Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 52 of type Qt3DRender::QTechnique Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 55 of type Qt3DRender::QRenderPass Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 53 of type Qt3DRender::QTechnique Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 56 of type Qt3DRender::QRenderPass Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 47 of type Qt3DRender::QParameter Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 48 of type Qt3DRender::QParameter Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 49 of type Qt3DRender::QParameter Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 50 of type Qt3DRender::QParameter Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 62 of type Qt3DExtras::QTorusMesh Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 63 of type Qt3DExtras::QTorusGeometry Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 64 of type Qt3DRender::QAttribute Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 65 of type Qt3DRender::QAttribute Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 66 of type Qt3DRender::QAttribute Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 67 of type Qt3DRender::QAttribute Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 68 of type Qt3DRender::QAttribute Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 69 of type Qt3DRender::QBuffer Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 70 of type Qt3DRender::QBuffer Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 71 of type Qt3DCore::QTransform Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 72 of type Qt3DCore::QEntity Qt3D.Renderer.RenderNodes: Creating Entity id = 72 parentId = 1 Qt3D.Renderer.RenderNodes: void Qt3DRender::Render::Entity::addComponent(Qt3DCore::QNodeIdTypePair) id = 62 Qt3DExtras::QTorusMesh Qt3D.Renderer.RenderNodes: void Qt3DRender::Render::Entity::addComponent(Qt3DCore::QNodeIdTypePair) id = 45 Qt3DExtras::QPhongMaterial Qt3D.Renderer.RenderNodes: void Qt3DRender::Render::Entity::addComponent(Qt3DCore::QNodeIdTypePair) id = 71 Qt3DCore::QTransform Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 73 of type Qt3DExtras::QSphereMesh Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 74 of type Qt3DExtras::QSphereGeometry Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 75 of type Qt3DRender::QAttribute Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 76 of type Qt3DRender::QAttribute Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 77 of type Qt3DRender::QAttribute Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 78 of type Qt3DRender::QAttribute Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 79 of type Qt3DRender::QAttribute Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 80 of type Qt3DRender::QBuffer Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 81 of type Qt3DRender::QBuffer Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 82 of type Qt3DCore::QTransform Qt3D.Core.Nodes: "Render Aspect" Creating backend node for node id 83 of type Qt3DCore::QEntity Qt3D.Renderer.RenderNodes: Creating Entity id = 83 parentId = 1 Qt3D.Renderer.RenderNodes: void Qt3DRender::Render::Entity::addComponent(Qt3DCore::QNodeIdTypePair) id = 73 Qt3DExtras::QSphereMesh Qt3D.Renderer.RenderNodes: void Qt3DRender::Render::Entity::addComponent(Qt3DCore::QNodeIdTypePair) id = 45 Qt3DExtras::QPhongMaterial Qt3D.Renderer.RenderNodes: void Qt3DRender::Render::Entity::addComponent(Qt3DCore::QNodeIdTypePair) id = 82 Qt3DCore::QTransform Qt3D.Core.Aspects: Done setting scene root on aspect manager Qt3D.Core.Aspects: void Qt3DCore::QAspectManager::enterSimulationLoop() Qt3D.Core.Aspects: Calling onEngineStartup() for each aspect Qt3D.Core.Aspects: "Input Aspect" Qt3D.Core.Aspects: "Logic Aspect" Qt3D.Core.Aspects: "Render Aspect" Qt3D.Renderer.Backend: "" Qt3D.Renderer.Backend: " " Qt3D.Renderer.Backend: " " Qt3D.Renderer.Backend: " " Qt3D.Renderer.Backend: " " Qt3D.Renderer.Backend: virtual void Qt3DRender::Render::Renderer::setSceneRoot(Qt3DCore::QBackendNodeFactory*, Qt3DRender::Render::Entity*) DUMPING SCENE Qt3D.Core.Aspects: Done calling onEngineStartup() for each aspect Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 601667 Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 10 changes at once Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::LoadBufferJob::run() Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::LoadBufferJob::run() Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::LoadBufferJob::run() Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::LoadBufferJob::run() Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 5499628 Qt3D.Renderer.Framegraph: virtual void Qt3DRender::Render::RenderSurfaceSelector::sceneChangeEvent(const QSceneChangePtr&) Qt3D.Renderer.Framegraph: virtual void Qt3DRender::Render::RenderSurfaceSelector::sceneChangeEvent(const QSceneChangePtr&) Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Backend: Qt3DRender::Render::GraphicsHelperInterface* Qt3DRender::Render::GraphicsContext::resolveHighestOpenGLFunctions() Building OpenGL 2 Helper Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.IO: uploaded buffer size= 101808 Qt3D.Renderer.IO: uploaded buffer size= 24000 Qt3D.Renderer.IO: uploaded buffer size= 13872 Qt3D.Renderer.IO: uploaded buffer size= 2880 Qt3D.Renderer.IO: uploaded buffer size= 101808 Qt3D.Renderer.IO: uploaded buffer size= 24000 Qt3D.Renderer.IO: uploaded buffer size= 13872 Qt3D.Renderer.IO: uploaded buffer size= 2880 Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 7320462 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Backend: Qt3DRender::Render::GraphicsHelperInterface* Qt3DRender::Render::GraphicsContext::resolveHighestOpenGLFunctions() Building OpenGL 2 Helper Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: Qt3DRender::Render::GraphicsHelperInterface* Qt3DRender::Render::GraphicsContext::resolveHighestOpenGLFunctions() Building OpenGL 2 Helper Qt3D.Renderer.Shaders: Active Uniform in Default Block "modelMatrix" -1 Qt3D.Renderer.Shaders: Active Uniform in Default Block "modelNormalMatrix" -1 Qt3D.Renderer.Shaders: Active Uniform in Default Block "modelViewProjection" -1 Qt3D.Renderer.Shaders: Active Uniform in Default Block "eyePosition" -1 Qt3D.Renderer.Shaders: Active Uniform in Default Block "ka" -1 Qt3D.Renderer.Shaders: Active Uniform in Default Block "kd" -1 Qt3D.Renderer.Shaders: Active Uniform in Default Block "ks" -1 Qt3D.Renderer.Shaders: Active Uniform in Default Block "shininess" -1 Qt3D.Renderer.Shaders: Active Uniform in Default Block "lights[0].type" -1 Qt3D.Renderer.Shaders: Active Uniform in Default Block "lights[0].position" -1 Qt3D.Renderer.Shaders: Active Uniform in Default Block "lights[0].color" -1 Qt3D.Renderer.Shaders: Active Uniform in Default Block "lights[0].intensity" -1 Qt3D.Renderer.Shaders: Active Uniform in Default Block "lights[0].direction" -1 Qt3D.Renderer.Shaders: Active Uniform in Default Block "lights[0].attenuation" -1 Qt3D.Renderer.Shaders: Active Uniform in Default Block "lights[0].cutOffAngle" -1 Qt3D.Renderer.Shaders: Active Uniform in Default Block "lights[1].type" -1 Qt3D.Renderer.Shaders: Active Uniform in Default Block "lights[1].position" -1 Qt3D.Renderer.Shaders: Active Uniform in Default Block "lights[1].color" -1 Qt3D.Renderer.Shaders: Active Uniform in Default Block "lights[1].intensity" -1 Qt3D.Renderer.Shaders: Active Uniform in Default Block "lights[1].direction" -1 Qt3D.Renderer.Shaders: Active Uniform in Default Block "lights[1].attenuation" -1 Qt3D.Renderer.Shaders: Active Uniform in Default Block "lights[1].cutOffAngle" -1 Qt3D.Renderer.Shaders: Active Uniform in Default Block "lights[2].type" -1 Qt3D.Renderer.Shaders: Active Uniform in Default Block "lights[2].position" -1 Qt3D.Renderer.Shaders: Active Uniform in Default Block "lights[2].color" -1 Qt3D.Renderer.Shaders: Active Uniform in Default Block "lights[2].intensity" -1 Qt3D.Renderer.Shaders: Active Uniform in Default Block "lights[2].direction" -1 Qt3D.Renderer.Shaders: Active Uniform in Default Block "lights[2].attenuation" -1 Qt3D.Renderer.Shaders: Active Uniform in Default Block "lights[2].cutOffAngle" -1 Qt3D.Renderer.Shaders: Active Uniform in Default Block "lights[3].type" -1 Qt3D.Renderer.Shaders: Active Uniform in Default Block "lights[3].position" -1 Qt3D.Renderer.Shaders: Active Uniform in Default Block "lights[3].color" -1 Qt3D.Renderer.Shaders: Active Uniform in Default Block "lights[3].intensity" -1 Qt3D.Renderer.Shaders: Active Uniform in Default Block "lights[3].direction" -1 Qt3D.Renderer.Shaders: Active Uniform in Default Block "lights[3].attenuation" -1 Qt3D.Renderer.Shaders: Active Uniform in Default Block "lights[3].cutOffAngle" -1 Qt3D.Renderer.Shaders: Active Uniform in Default Block "lights[4].type" -1 Qt3D.Renderer.Shaders: Active Uniform in Default Block "lights[4].position" -1 Qt3D.Renderer.Shaders: Active Uniform in Default Block "lights[4].color" -1 Qt3D.Renderer.Shaders: Active Uniform in Default Block "lights[4].intensity" -1 Qt3D.Renderer.Shaders: Active Uniform in Default Block "lights[4].direction" -1 Qt3D.Renderer.Shaders: Active Uniform in Default Block "lights[4].attenuation" -1 Qt3D.Renderer.Shaders: Active Uniform in Default Block "lights[4].cutOffAngle" -1 Qt3D.Renderer.Shaders: Active Uniform in Default Block "lights[5].type" -1 Qt3D.Renderer.Shaders: Active Uniform in Default Block "lights[5].position" -1 Qt3D.Renderer.Shaders: Active Uniform in Default Block "lights[5].color" -1 Qt3D.Renderer.Shaders: Active Uniform in Default Block "lights[5].intensity" -1 Qt3D.Renderer.Shaders: Active Uniform in Default Block "lights[5].direction" -1 Qt3D.Renderer.Shaders: Active Uniform in Default Block "lights[5].attenuation" -1 Qt3D.Renderer.Shaders: Active Uniform in Default Block "lights[5].cutOffAngle" -1 Qt3D.Renderer.Shaders: Active Uniform in Default Block "lights[6].type" -1 Qt3D.Renderer.Shaders: Active Uniform in Default Block "lights[6].position" -1 Qt3D.Renderer.Shaders: Active Uniform in Default Block "lights[6].color" -1 Qt3D.Renderer.Shaders: Active Uniform in Default Block "lights[6].intensity" -1 Qt3D.Renderer.Shaders: Active Uniform in Default Block "lights[6].direction" -1 Qt3D.Renderer.Shaders: Active Uniform in Default Block "lights[6].attenuation" -1 Qt3D.Renderer.Shaders: Active Uniform in Default Block "lights[6].cutOffAngle" -1 Qt3D.Renderer.Shaders: Active Uniform in Default Block "lights[7].type" -1 Qt3D.Renderer.Shaders: Active Uniform in Default Block "lights[7].position" -1 Qt3D.Renderer.Shaders: Active Uniform in Default Block "lights[7].color" -1 Qt3D.Renderer.Shaders: Active Uniform in Default Block "lights[7].intensity" -1 Qt3D.Renderer.Shaders: Active Uniform in Default Block "lights[7].direction" -1 Qt3D.Renderer.Shaders: Active Uniform in Default Block "lights[7].attenuation" -1 Qt3D.Renderer.Shaders: Active Uniform in Default Block "lights[7].cutOffAngle" -1 Qt3D.Renderer.Shaders: Active Uniform in Default Block "lightCount" -1 Qt3D.Renderer.Shaders: Active Attribute "vertexPosition" Qt3D.Renderer.Shaders: Active Attribute "vertexNormal" Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 11331502 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Rendering: void Qt3DRender::Render::Renderer::createOrUpdateVAO(Qt3DRender::Render::RenderCommand*, Qt3DRender::Render::HVao*, Qt3DRender::Render::OpenGLVertexArrayObject**) Allocating new VAO Qt3D.Renderer.Rendering: void Qt3DRender::Render::Renderer::createOrUpdateVAO(Qt3DRender::Render::RenderCommand*, Qt3DRender::Render::HVao*, Qt3DRender::Render::OpenGLVertexArrayObject**) Allocating new VAO Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 10296853 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 48 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 48 ms <=> 48 ms per RenderView <=> Avg 20.8333 RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 48 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 54404805 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 6010690 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 6102697 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 6474228 Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 15612162 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16913069 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16586169 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 17744111 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 1 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 15752372 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 1 ms Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 33331942 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16435269 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16689890 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16712597 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16600486 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16668460 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16641651 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16666082 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16622172 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16719360 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16687196 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16650979 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16642497 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16679782 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16655593 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16669481 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16653910 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 17112576 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16249975 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16826568 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16483241 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16658142 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16719398 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16643860 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16641766 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16610707 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16869182 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16619171 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16935397 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16322816 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16654926 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16650938 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16675843 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16621945 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16720838 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16674832 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16658813 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16653296 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16665838 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16663747 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16675829 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16704323 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16628773 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16655611 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16694095 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16646186 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16671402 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16664711 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16660570 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16665952 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16611271 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16737647 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16666683 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16675189 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16649225 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16657142 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16663181 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16665802 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16691196 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 17568657 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16073750 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16553740 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16501630 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16599503 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16656706 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16685520 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16657850 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16657452 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16668354 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16700520 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16648429 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16687598 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16708662 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16635714 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16645990 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16595698 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16732265 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16712883 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16623395 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16656146 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16676736 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16664066 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16664602 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16656195 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16684402 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16651562 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16704936 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16651430 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16669202 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16647235 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16577278 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16681540 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16630974 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16837286 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16614869 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16739562 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16584872 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16664965 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16677046 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16656182 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16628040 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16802057 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16592861 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16643009 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16678779 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16652025 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16686562 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16619959 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16694892 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16663512 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16669391 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16663983 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16660752 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16683579 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16665397 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16652372 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16662200 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16664326 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16689330 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 17321582 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16956521 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 15937407 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16617018 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16570687 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16639788 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16743160 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16592933 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16746517 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16632565 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16683666 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16649807 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16620574 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16698401 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16638615 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16697768 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16710108 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16650798 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16654076 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16663866 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16647848 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16671771 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16680015 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16738023 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16641023 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16630727 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16685337 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16650237 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16706101 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16559677 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16725870 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16629813 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16641052 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16662448 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16702521 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16661768 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16658100 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16631187 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16680001 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16718903 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16632581 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16664913 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16671036 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16641156 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16665935 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16756187 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16596338 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16706136 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16684060 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16636042 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16624223 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16695207 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16645945 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16665186 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16630156 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16700183 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16677792 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16715246 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16592593 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16728251 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 17525038 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 32376218 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16653554 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16703627 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16605505 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16735885 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16582971 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16674959 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16655735 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16670499 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16844212 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16898661 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16475265 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16708587 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16636443 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16580192 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16684208 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16627395 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16736822 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16664272 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16658758 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16667933 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16727981 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16555862 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16702436 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 20717597 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 12763542 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16520040 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16719001 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16619223 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16612090 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16794992 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16644530 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16583694 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16700469 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16696040 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16691681 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16622921 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16702134 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16602609 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16750377 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16599348 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16917891 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16446771 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16684298 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16564506 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16723077 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16687170 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16583470 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16711127 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16564944 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16797895 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16597571 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16741410 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16653138 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16670399 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16659161 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16613054 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16723359 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 17887587 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16256559 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16092774 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16309311 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16695070 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16662890 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16700691 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 17051531 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16208972 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16746862 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16725506 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16601061 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16674628 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16645704 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16652592 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16700056 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16595299 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16713369 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16680752 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16678177 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16798161 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16549146 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16687242 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16645880 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16678321 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16635298 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16695104 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16623852 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16708999 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16737747 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16624457 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16651692 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16662773 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16629205 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16695926 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16679744 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16720949 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16607877 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16699516 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16630556 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16622860 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16743595 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16661462 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16652896 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16666708 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16679272 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16601457 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16654420 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16673649 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16676044 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16631951 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16882164 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16453345 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16662402 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16710159 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16697295 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16594804 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16819497 Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16627022 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16669764 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16900700 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 19174854 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 30417332 Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16719743 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16708509 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16555488 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16982067 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16477954 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16720417 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16638419 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16691415 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16680340 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16649298 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16645289 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16690351 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16629827 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16655845 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16668178 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16651639 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16666182 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16720685 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16687891 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16552152 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16795604 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16634655 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16638031 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16712687 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16694985 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16426130 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16651478 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 33334900 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16745742 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16685700 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16616603 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16711575 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16657605 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16661735 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16729078 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16659675 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16810225 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16606371 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16704021 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16576072 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16752959 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16571271 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16655642 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16718997 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16619301 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16669478 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16660672 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16702568 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16634307 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16705901 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16559684 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16744878 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16656071 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16669844 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16653749 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16710862 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 17722074 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 15749833 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16551822 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16588936 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16585456 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16774108 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16622317 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16669000 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16646382 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16771376 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16581798 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16680621 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16640213 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16661033 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16704093 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16698056 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16635918 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16705647 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16629462 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16602877 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16754207 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16638646 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16751505 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16670115 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16594014 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16654494 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16712160 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16622330 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16854544 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16569563 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16630432 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16584798 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16666663 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16589544 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16829750 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16625323 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16578532 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16710178 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16673340 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16683961 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16657621 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16703570 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16633607 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16689727 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16613767 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16799780 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16504038 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16801037 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16605350 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16577708 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16741130 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16668334 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16661796 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16716965 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16569442 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16727348 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16654197 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16672415 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16705603 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16660439 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 33375015 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16651494 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16649509 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16582473 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16650564 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16642326 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16737501 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16764235 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16538168 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16689616 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16632631 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16653040 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16663449 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16688564 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16639363 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16692957 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16866143 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16626908 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16532803 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16680593 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16670293 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16527579 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16742711 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16701873 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16626709 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16795900 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16607161 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16600596 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16822025 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16543147 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16648707 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16623418 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16669338 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16637251 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16736425 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16639348 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16659687 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16655186 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16642400 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16680542 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16686713 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16666922 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16649280 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16686098 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16641805 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16885466 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16517652 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16596887 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16638761 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16723735 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16607409 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16683407 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16659358 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16685622 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16652201 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16674807 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16715913 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16600602 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16864491 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 17112666 Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 1 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 1 ms <=> 1 ms per RenderView <=> Avg 1000 RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 1 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 17033230 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 15812018 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16601296 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16680583 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16774613 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16747139 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16614106 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16565252 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16766188 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16554845 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16634091 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16667694 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16902331 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16432177 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16639198 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16662103 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16675374 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16881068 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16514013 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16735711 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16467897 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16663215 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16619792 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16717120 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16642570 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16706544 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16673592 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16773914 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16553290 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16728230 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16596823 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16702515 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16599487 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16808722 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16569114 Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16698163 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16580543 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16683095 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16654187 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16605834 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16747425 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16699359 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16651569 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16653425 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16670851 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16641973 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16658325 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16617821 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16698616 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16703973 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16640685 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16775322 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16609994 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16773344 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16718049 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16557432 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16657820 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16663147 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16668139 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16650183 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 33522672 Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16647034 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16512241 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16629928 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16789231 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16773149 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16571953 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16637775 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16599381 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16676756 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16580975 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16752745 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16583354 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16707813 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16865741 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16571469 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16639053 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16601938 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16863032 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16533791 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16674821 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16625106 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16614771 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16722631 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16755417 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16534033 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16839466 Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16773839 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16412498 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16661422 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16598547 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16673256 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16661833 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16803175 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16530541 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16730325 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16637402 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16800433 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16503590 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16674039 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16703483 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16647990 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16679870 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16719908 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16573034 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16701236 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16650841 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16690988 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16675542 Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16790272 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16756611 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16532559 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16705841 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16618167 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16633311 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16686128 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16648906 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16908690 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16482587 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 17138702 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16407843 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16557140 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16656184 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16740299 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16447240 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16691635 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16577903 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16684533 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16639405 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16660954 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16668300 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16666747 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16640019 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16678607 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16677981 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16596838 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16744180 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16641132 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16658938 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16673113 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16693237 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16708536 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16802712 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16421675 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16746191 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16632890 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16663050 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16671710 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16657881 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16654328 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16669956 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16675846 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16643598 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16736080 Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16625746 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16703537 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16611871 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16722780 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16623220 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16732936 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16633173 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16603150 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16714768 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16645475 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16671949 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16640126 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16704139 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16645038 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16626048 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16697812 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16671513 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16674308 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16692258 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16656468 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16676702 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16644057 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16615690 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16705060 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16626647 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 34037678 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16223509 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16567689 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16797644 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16686924 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16553915 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16721404 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16619812 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16620269 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16692699 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16796348 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16604214 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 1 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16621595 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 17159901 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16333075 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16526625 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16664915 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16671629 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16588978 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16748607 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16678782 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16599960 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16644874 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16659579 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16789923 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16656376 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16611448 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16722744 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16677647 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16544707 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16776200 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16606098 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16677893 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16739211 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16754808 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 1 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16499093 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16726528 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16536931 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16732137 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16629602 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16695902 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16621849 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 17332016 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16212403 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16555330 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16600116 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16659266 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16821934 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16591354 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16637625 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16657138 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16665847 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16710538 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16618389 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16616247 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16724271 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16644689 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16690226 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16652683 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16962566 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 1 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 1 ms <=> 1 ms per RenderView <=> Avg 1000 RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 1 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 32922825 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16729082 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16570101 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16728273 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16635788 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16659013 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16707498 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16623678 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16752613 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16752586 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16497151 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16622838 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16687550 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16804346 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16477785 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16688758 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16661580 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16603522 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16714279 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16672136 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16684706 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16657593 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16662728 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16955553 Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16499195 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16508317 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16629214 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16703795 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16699860 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16703611 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16665101 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16613336 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16712006 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16685657 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16627827 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16673505 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16671468 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16617275 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16680179 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16687158 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16647625 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16640256 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16668150 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16688757 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16702600 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16638404 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16665971 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16710581 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16647867 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16663574 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16612262 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16690946 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16690401 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16666242 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16666383 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16646814 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16702445 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16665845 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 34389683 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16359121 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 1 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16213610 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16411068 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16763562 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16610857 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16772743 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16624158 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16548666 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16741532 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16657256 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16649721 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16832108 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16526329 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16651798 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16592853 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16713338 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16675121 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16642371 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16672138 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16749701 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16620525 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16721318 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16690550 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16623910 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16678146 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16697758 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16662524 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16618583 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16731972 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16647482 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16685370 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16590027 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16664470 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16746910 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16658790 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16649523 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16686231 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16655791 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16678021 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16678983 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16698633 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16549733 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16710656 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16715763 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16943295 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16443009 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16617463 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16560292 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16698697 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16690458 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16643801 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16731362 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 1 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16547701 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16543909 Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16804480 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16663313 Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16746952 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16720771 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16532583 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 33319521 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16740621 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16587745 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16658993 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16805425 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16686759 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16523467 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16717406 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16703780 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16678330 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16587740 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16745305 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16648397 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16659313 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16627108 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16962940 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16356712 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 1 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16659191 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16719011 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16672629 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16640434 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16719602 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16634549 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16620040 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16758061 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16660689 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16472366 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16602447 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16607765 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16705038 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16800028 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16607978 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16649716 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16673816 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16641066 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16671608 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16661134 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16659198 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16675924 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16658424 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16670555 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16993097 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16440233 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16599238 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16698344 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16594426 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16682378 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16645897 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16731972 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16628182 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16669309 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16676373 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16637004 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16696854 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 33175109 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16808798 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16678099 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16640009 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 33454173 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16859217 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16384851 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16690843 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16627657 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16657690 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16709634 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16679552 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16608953 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16611739 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16684146 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16663612 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16706635 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16731042 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16652893 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16736884 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16500476 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16811318 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16677246 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16794416 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16543652 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16714089 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16530917 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16828628 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16577080 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16633040 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16728602 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16825247 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16361399 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16665983 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16651150 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16684928 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16689405 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16768451 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16524062 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16730460 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16603264 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16668229 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16666566 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16714049 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16639208 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16617292 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16711434 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16660056 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16664551 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16663231 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16654968 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16656674 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16678170 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16685394 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16717050 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16644703 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16631218 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16654581 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16669114 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16655475 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16690328 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16674028 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16587599 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 18116120 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 1 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 1 ms <=> 1 ms per RenderView <=> Avg 1000 RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 1 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 15574692 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16619915 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16410914 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16697055 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16730363 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16578230 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16885443 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16590677 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 17415293 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16055037 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16456304 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16655669 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16611832 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16696691 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16684800 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16669965 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16721987 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16745407 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16619162 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16569716 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16731690 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16685090 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16619141 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16727368 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16593366 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16670788 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16667918 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16669582 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16641066 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16670884 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16618693 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16781688 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16610108 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16667519 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16671809 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16654916 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16665946 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16685570 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16653032 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16783959 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16593803 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16680956 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16684292 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16686614 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16640162 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16703093 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16578318 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16593022 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16775920 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16655676 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16752944 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16929173 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16360960 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16662975 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16661447 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16712903 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16578779 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16706241 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16638199 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 17202611 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 17086590 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 15918880 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16355725 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16754340 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16588052 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16692119 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16671707 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16646865 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16733375 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16632174 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16648754 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16579362 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16719542 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16680577 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16645187 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16695927 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16631293 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16665766 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16683465 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16619809 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16728836 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16682028 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16632069 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16669568 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16643635 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16710569 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16640530 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16691370 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16640091 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16714994 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16652760 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16732202 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16562813 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16723346 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16580472 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16667615 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16594277 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16729865 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16708151 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16653626 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16634999 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16652328 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16699415 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16680171 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16568712 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16756511 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16638507 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16741580 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16642906 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16682926 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16631450 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16660789 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16638458 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16662097 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16673266 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16669739 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16669626 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004a50, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16722862 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16610749 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16764170 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 33408005 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16688176 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16837559 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16401870 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16640494 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c280050c0, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Renderer.Backend: context supports 16 texture units Qt3D.Renderer.Backend: VAO support = true Qt3D.Renderer.Memory: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) rendering frame Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 16740654 Qt3D.Renderer.RenderStates: current states "1000001010000" inverse "1111111111111111111111111111111111111111111111111110111110101111" -> states to change: "0" Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: virtual void Qt3DRender::Render::RenderViewInitializerJob::run() 0 Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submitted Renderview 1 / 1 in 0 ms Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission of Queue in 0 ms <=> 0 ms per RenderView <=> Avg inf RenderView/s Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Rendering: Qt3DRender::Render::Renderer::ViewSubmissionResultData Qt3DRender::Render::Renderer::submitRenderViews(const QVector&) Submission Completed in 0 ms Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004c80, name = "Thread (pooled)") Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 4 changes at once Qt3D.Scene3D: virtual Qt3DRender::Scene3DSGNode::~Scene3DSGNode() QThread(0x563bd43f1830) Qt3D.Scene3D: void Qt3DRender::Scene3DRenderer::onSceneGraphInvalidated() QThread(0x563bd43f1830) Qt3D.Scene3D: void Qt3DRender::Scene3DRenderer::shutdown() QThread(0x563bd43f1830) Qt3D.Core.Aspects: void Qt3DCore::QAspectManager::exitSimulationLoop() Qt3D.Renderer.VsyncAdvanceService: Elapsed nsecs since last call 20395565 Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::UpdateWorldTransformJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Entering virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Renderer.Jobs: Exiting virtual void Qt3DRender::Render::ExpandBoundingVolumeJob::run() QThread(0x7f5c28004180, name = "Thread (pooled)") Qt3D.Core.Aspects: Calling onEngineShutdown() for each aspect Qt3D.Core.Aspects: "Input Aspect" Qt3D.Core.Aspects: "Logic Aspect" Qt3D.Core.Aspects: "Render Aspect" Qt3D.Core.Aspects: Done calling onEngineShutdown() for each aspect Qt3D.Renderer.VsyncAdvanceService: Terminating VSyncFrameAdvanceService Qt3D.Core.Aspects: exitSimulationLoop waiting for exec loop to terminate Qt3D.Core.Aspects: exitSimulationLoop completed Qt3D.Renderer.Backend: virtual void Qt3DRender::Render::Renderer::shutdown() Requesting renderer shutdown Qt3D.Renderer.Backend: virtual void Qt3DRender::Render::Renderer::releaseGraphicsResources() Renderer properly shutdown Qt3D.Core.Aspects: void Qt3DCore::QAspectEngine::setRootEntity(Qt3DCore::QEntityPtr) root = QSharedPointer(QObject(0x0)) Qt3D.Core.Nodes: void Qt3DCore::QEntity::removeComponent(Qt3DCore::QComponent*) Qt3DRender::QRenderSettings(0x563bd46c34b0) Qt3D.Core.Nodes: void Qt3DCore::QEntity::removeComponent(Qt3DCore::QComponent*) Qt3DInput::QInputSettings(0x563bd46dece0) Qt3D.Core.Nodes: void Qt3DCore::QEntity::removeComponent(Qt3DCore::QComponent*) Qt3DRender::QCameraLens(0x563bd46c6940) Qt3D.Core.Nodes: void Qt3DCore::QEntity::removeComponent(Qt3DCore::QComponent*) Qt3DCore::QTransform(0x563bd46df230) Qt3D.Core.Nodes: void Qt3DCore::QEntity::removeComponent(Qt3DCore::QComponent*) Qt3DLogic::QFrameAction(0x563bd47a4970) Qt3D.Core.Nodes: void Qt3DCore::QEntity::removeComponent(Qt3DCore::QComponent*) Qt3DInput::QLogicalDevice(0x563bd47a4950) Qt3D.Core.Nodes: void Qt3DCore::QEntity::removeComponent(Qt3DCore::QComponent*) Qt3DExtras::QPhongMaterial(0x563bd47acbd0) Qt3D.Core.Nodes: void Qt3DCore::QEntity::removeComponent(Qt3DCore::QComponent*) Qt3DExtras::QPhongMaterial(0x563bd47acbd0) Qt3D.Core.Nodes: void Qt3DCore::QEntity::removeComponent(Qt3DCore::QComponent*) Qt3DExtras::QTorusMesh(0x563bd47b2800) Qt3D.Core.Nodes: void Qt3DCore::QEntity::removeComponent(Qt3DCore::QComponent*) Qt3DCore::QTransform(0x563bd47b7b70) Qt3D.Core.Nodes: void Qt3DCore::QEntity::removeComponent(Qt3DCore::QComponent*) Qt3DExtras::QSphereMesh(0x563bd47b81b0) Qt3D.Core.Nodes: void Qt3DCore::QEntity::removeComponent(Qt3DCore::QComponent*) Qt3DCore::QTransform_QML_0(0x563bd47ba8a0) Qt3D.Core.Aspects: void Qt3DCore::QAspectEnginePrivate::shutdown() Qt3D.Core.ChangeArbiter: virtual void Qt3DCore::QChangeArbiter::sceneChangeEventWithLock(const QSceneChangeList&) Handles 10 changes at once Qt3D.Core.Aspects: void Qt3DCore::QAspectManager::exitSimulationLoop() Qt3D.Core.Aspects: Simulation loop was not running. Nothing to do Qt3D.Core.ChangeArbiter: static void Qt3DCore::QChangeArbiter::destroyUnmanagedThreadLocalChangeQueue(void*) QThread(0x563bd43f1830) Qt3D.Core.Aspects: Unregistering aspect Qt3D.Core.Aspects: Completed unregistering aspect Qt3D.Core.Aspects: Unregistering aspect Qt3D.Core.Aspects: Completed unregistering aspect Qt3D.Core.Aspects: Unregistering aspect Qt3D.Renderer.Backend: virtual void Qt3DRender::Render::Renderer::shutdown() Requesting renderer shutdown Qt3D.Core.Aspects: Completed unregistering aspect Qt3D.Core.Aspects: void Qt3DCore::QAspectManager::quit() Qt3D.Core.Aspects: void Qt3DCore::QAspectManager::exec() ***** Exited main loop ***** Qt3D.Core.Aspects: void Qt3DCore::QAspectManager::quit() Exiting Qt3D.Core.Aspects: void Qt3DCore::QAspectManager::shutdown() Qt3D.Core.Aspects: Exiting void QAspectThread::run()