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  1. Qt
  2. QTBUG-91412

Texture.sourceItem does not handle all textureProvider items correctly

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    Details

    • Type: Bug
    • Status: Closed
    • Priority: P2: Important
    • Resolution: Done
    • Affects Version/s: 6.0
    • Fix Version/s: 6.0.2, 6.1.0 RC
    • Component/s: Quick: 3D
    • Labels:
      None
    • Commits:
      7269ac7c02c6178c83e3468adddb5ee0aedcbdf6 (qt/qtquick3d/dev) d76240bc5483ce1f4a53b6579833b4c81e70311e (qt/qtquick3d/6.0) 1fafbc5e250be2db0f919157a709110e83ea85f5 (qt/qtquick3d/6.1)
    • Sprint:
      Qt Quick 3D - 2021 - Weeks 7/8, Qt Quick 3D - 2021 Week 9 - 10

      Description

      In QQuick3DTexture::updateSpatialNode() we have this block:

                      m_textureProviderConnection = connect(provider, &QSGTextureProvider::textureChanged, this, [provider, imageNode] () {
                          // called on the render thread, if there is one; while not
                          // obvious, the gui thread is blocked too because one can
                          // get here only from either the textureProvider() call
                          // above, or from QQuickImage::updatePaintNode()
                          imageNode->m_qsgTexture = provider->texture();
                          // the QSGTexture may be different now, go through loadRenderImage() again
                          imageNode->m_flags.setFlag(QSSGRenderImage::Flag::Dirty);
                      }, Qt::DirectConnection);
      

      Something is wrong about this, at least when the texture provider is a View3D. The following snippet will not lead to live rendering in the second View3D. Rather, it only updates when something else triggers an update.

          View3D {
               id: lightmapSource
               renderMode: View3D.Offscreen // so a texture provider as well
               ...
          }
          ...
          View3D {
              ...
              Model {
                  ...
                  materials: DefaultMaterial {
                      lighting: DefaultMaterial.NoLighting
                      diffuseMap: Texture {
                          sourceItem: lightmapSource
                          indexUV: 1
                      }
                  }
              }
          }
      

      The problem should not affect texture providers where the provided texture is an QSGDynamicTexture (this includes layers). An Image or a View3D are however not like that, there is no explicit updateTexture() step for those. So those still need to trigger proper updating upon textureChanged().

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            Assignee:
            lagocs Laszlo Agocs
            Reporter:
            lagocs Laszlo Agocs
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              Dates

              Created:
              Updated:
              Resolved: