[Development] Fwd: ShaderEffect on animated custom OpenGL QQuickItem is not animated.
Sletta Gunnar
Gunnar.Sletta at digia.com
Wed Jul 10 16:14:09 CEST 2013
On 9. juli 2013, at 09:11, "Dr. André Bergner" <andre.bergner.0 at googlemail.com<mailto:andre.bergner.0 at googlemail.com>> wrote:
Hi Qt-devs,
I have problems applying a ShaderEffect to a custom QQuickItem drawing
raw OpenGL directives.
I have a little QML script as test case, which I copied from here:
http://qt-project.org/doc/qt-5.0/qtgraphicaleffects/qml-qtgraphicaleffects1-gaussianblur.html
I replaced the image of that example with my custom QQuickItem drawing
raw OpenGL. This custom item I created following this example:
http://doc-snapshot.qt-project.org/qt5-stable/qtquick/scenegraph-textureinsgnode-fboinsgrenderer-cpp.html
I.e., I subclassed QQuickItem. Within updatePaintNode I generate a new
QSGSimpleTextureNode having a FBO as texture. On the
QQuickWindow::beforeRendering signal I draw my OpenGL stuff into that
FBO.
My custom OpenGLItem has some property exposed to QML and is animated
using a Timer within the QML script.
Now, my problem is that while the Blur is inactive my custom OpenGL
code is nicely drawn into the item and animated properly. When I
switch on the shader the shader is computed only once and stays then
static. The animation -- even though still rendered into the FBO -- is
not picked up by the ShaderEffect item. The only way to trigger an
update of the shader. This will generate a new QSGSimpleTextureNode
with a fresh FBO.
When I test the Blur with a small animated Rectangle put inside
another Rectangle this animation is visible within the blur.
What do I need to add to my custom QQuickItem in order to signal
changes and trigger redraws of dependent items such as that blur? I
could not find any apportierte signal. What else do I miss?
Try calling QSGNode::markDirty(QSGNode::DirtyMaterial) on the node after changing the FBO. The example should strictly speaking also be doing this...
However, if you intend to use the texture as input to a ShaderEffect, you might want to consider implenementing the QQuickItem::textureProvider() function to save the extra FBO.
Cheers,
Gunnar
Thanks a lot in advance,
André
_______________________________________________
Development mailing list
Development at qt-project.org<mailto:Development at qt-project.org>
http://lists.qt-project.org/mailman/listinfo/development
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://lists.qt-project.org/pipermail/development/attachments/20130710/307e49e7/attachment.html>
More information about the Development
mailing list