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-rw-r--r--src/quick3d/imports/scene3d/scene3ditem.cpp23
1 files changed, 17 insertions, 6 deletions
diff --git a/src/quick3d/imports/scene3d/scene3ditem.cpp b/src/quick3d/imports/scene3d/scene3ditem.cpp
index 5a1cec495..f0ebfbc38 100644
--- a/src/quick3d/imports/scene3d/scene3ditem.cpp
+++ b/src/quick3d/imports/scene3d/scene3ditem.cpp
@@ -433,12 +433,26 @@ void Scene3DItem::applyRootEntityChange()
bool Scene3DItem::needsRender()
{
+ // We need the dirty flag which is connected to the change arbiter
+ // receiving updates to know whether something in the scene has changed
+
+ // Ideally we would use shouldRender() alone but given that it becomes true
+ // only after the arbiter has sync the changes and might be reset before
+ // process jobs is completed, we cannot fully rely on it. It would require
+ // splitting processFrame in 2 parts.
+
+ // We only use it for cases where Qt3D render may require several loops of
+ // the simulation to fully process a frame (e.g shaders are loaded in frame
+ // n and we can only build render commands for the new shader at frame n +
+ // This is where renderer->shouldRender() comes into play as it knows
+ // whether some states remain dirty or not (even after processFrame is
+ // called)
+
auto renderAspectPriv = static_cast<QRenderAspectPrivate*>(QRenderAspectPrivate::get(m_renderAspect));
const bool dirty = m_dirty
|| (renderAspectPriv
&& renderAspectPriv->m_renderer
- && renderAspectPriv->m_renderer->settings()
- && renderAspectPriv->m_renderer->settings()->renderPolicy() == QRenderSettings::Always);
+ && renderAspectPriv->m_renderer->shouldRender());
m_dirty = false;
return dirty;
}
@@ -466,10 +480,6 @@ void Scene3DItem::onBeforeSync()
if (!isVisible())
return;
- // Has anything in the 3D scene actually changed that requires us to render?
- if (!needsRender())
- return;
-
Q_ASSERT(QThread::currentThread() == thread());
// Since we are in manual mode, trigger jobs for the next frame
@@ -510,6 +520,7 @@ void Scene3DItem::onBeforeSync()
// start rendering before this function has been called
// We add in a safety to skip such frames as this could otherwise
// make Qt3D enter a locked state
+ m_renderer->setSkipFrame(!needsRender());
m_renderer->allowRender();
// Note: it's too early to request an update at this point as