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Bug
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Resolution: Done
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P1: Critical
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5.6.0 Beta
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windows 7 64bit, Intel HD 4600 gpu
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02f7b6f2f7033caca333275c2f7f1fae999f6e6a
Updating some mesh values, e.g. SphereMesh radius, doesn't update the value correctly to the rendered mesh. To reproduce, add the following timer to simple-qml example:
QQ2.Timer {
id: timer
interval: 3000
repeat: true
QQ2.Component.onCompleted: {
console.log("STarting")
timer.start()
}
onTriggered: {
if (sphereMesh.radius === 10) {
console.log("Setting radius to 4")
sphereMesh.radius = 4
}else {
console.log("Setting radius to 10")
sphereMesh.radius = 10
}
}
}
When "Setting radius to 10" is printed, the sphere should increase in size, but instead it actually draws radius 4 sphere. Also vice versa, so the actual rendered sphere radius lags one update behind.