[Interest] [Qt3D] What are active render targets for a ScreenRayCaster?
mike.krus at kdab.com
Thu Mar 28 14:35:01 CET 2019
if I remember correctly, ray casting will apply to all enabled surfaces. It’ll ignore off screen surfaces and surfaces where the cursor is outside the render area. I think it also ignores surfaces when an orthographic camera is used.
So in your case sounds like you should only get a single hit in the main area, and two when testing in the render areas.
5.13 is introducing a QNoPicking frame graph node to explicitly disable picking and ray casting on portions of the frame graph.
If you continue having issues with this, please create a JIRA ticket, ideally with a small example.
> On 28 Mar 2019, at 11:13, Volker Enderlein <volker.enderlein at ifm-chemnitz.de> wrote:
> The KDAB article https://www.kdab.com/new-in-qt-3d-5-11-generalized-ray-casting/ states that the ScreeenRayCast test is performed for every active render target. I just stumbled over the question what an active render target is considered for a ScreenRayCaster.
> My FrameGraph contains an orthographic background viewport/camera, a SceneGraph viewport/camera and an orthographic overlay viewport/camera that fill the entire normalized viewport.
> Additionally two smaller viewport/camera exist at the bottom of the window for an axis gnomon and a fps counter.
> When triggering a ScreenRayCaster test with the current mouse position the hitsChanged signal is emitted multiple times with different hits.
> Traversing the scenegraph upwards from the hitted entity (mostly a DistanceFieldTextRenderer is hit) leads me to entities that let me doubt on the returned hit.
> Anyone out there who can shed some light on it? Thanks in advance.
> Cheers, Volker
> Interest mailing list
> Interest at qt-project.org
Mike Krus | mike.krus at kdab.com | Senior Software Engineer
KDAB (UK) Ltd., a KDAB Group company
Tel: UK Office +44 1625 809908 Mobile +44 7833 491941
KDAB - The Qt Experts, C++, OpenGL Experts
More information about the Interest