Hi, I have my own custom 3D engine, that uses a custom renderer based on the principles that can be seen in the textureinsgnode example.
In that example, immediately after the logo is rendered (in LogoInFboRenderer::render), update is called, triggering a new frame render. In FboInSGRenderer, i overrode beforeRender and afterRender, and I get the expected signal order: beforeRender render afterRender I then changed the example, so that I don't call update in LogoInFboRenderer::render. I did this because I'm writing a CAD application and I don't want an always running render loop. When I do this, the scene is only updated when I change the window size, which is fine. What's not fine is that sometimes, render is not called within a beforeRender/afterRender pair, and this means that I have to handle this case in my 3D engine, which isn't elegant... How can I avoid this? Thanks in advance, Alex
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