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-rw-r--r--src/quick3d/imports/scene3d/scene3ditem.cpp8
-rw-r--r--src/quick3d/imports/scene3d/scene3ditem_p.h2
-rw-r--r--src/quick3d/imports/scene3d/scene3drenderer.cpp8
-rw-r--r--src/quick3d/imports/scene3d/scene3drenderer_p.h1
4 files changed, 18 insertions, 1 deletions
diff --git a/src/quick3d/imports/scene3d/scene3ditem.cpp b/src/quick3d/imports/scene3d/scene3ditem.cpp
index 8cf2ffd87..57e6b0e6e 100644
--- a/src/quick3d/imports/scene3d/scene3ditem.cpp
+++ b/src/quick3d/imports/scene3d/scene3ditem.cpp
@@ -200,6 +200,9 @@ private:
expression that depends on property updates driven by the Qt 3D simulation
loop (FrameAction) will never reavaluates.
*/
+
+qint8 Scene3DItem::ms_framesNeededToFlushPipeline = 3;
+
Scene3DItem::Scene3DItem(QQuickItem *parent)
: QQuickItem(parent)
, m_entity(nullptr)
@@ -230,6 +233,11 @@ Scene3DItem::Scene3DItem(QQuickItem *parent)
// we still won't get ignored by the QtQuick SG when in Underlay mode
setWidth(1);
setHeight(1);
+
+ const QByteArray framesToFlushCountEnvVar = qgetenv("QT3D_SCENE3D_FRAMES_FLUSH_COUNT");
+ if (!framesToFlushCountEnvVar.isEmpty()) {
+ ms_framesNeededToFlushPipeline = framesToFlushCountEnvVar.toInt();
+ }
}
Scene3DItem::~Scene3DItem()
diff --git a/src/quick3d/imports/scene3d/scene3ditem_p.h b/src/quick3d/imports/scene3d/scene3ditem_p.h
index 3a6ca5007..41e82e9f1 100644
--- a/src/quick3d/imports/scene3d/scene3ditem_p.h
+++ b/src/quick3d/imports/scene3d/scene3ditem_p.h
@@ -171,7 +171,7 @@ private:
QMetaObject::Connection m_windowConnection;
qint8 m_framesToRender;
- static const qint8 ms_framesNeededToFlushPipeline = 2;
+ static qint8 ms_framesNeededToFlushPipeline;
};
} // Qt3DRender
diff --git a/src/quick3d/imports/scene3d/scene3drenderer.cpp b/src/quick3d/imports/scene3d/scene3drenderer.cpp
index 51589de6c..275068b60 100644
--- a/src/quick3d/imports/scene3d/scene3drenderer.cpp
+++ b/src/quick3d/imports/scene3d/scene3drenderer.cpp
@@ -148,6 +148,7 @@ Scene3DRenderer::Scene3DRenderer()
, m_shouldRender(false)
, m_dirtyViews(false)
, m_skipFrame(false)
+ , m_skippedLastFrame(false)
, m_allowRendering(0)
, m_compositingMode(Scene3DItem::FBO)
{
@@ -235,9 +236,16 @@ void Scene3DRenderer::beforeSynchronize()
m_skipFrame = false;
ContextSaver saver;
static_cast<QRenderAspectPrivate*>(QRenderAspectPrivate::get(m_renderAspect))->renderSynchronous(false);
+
+ // Ensure the QtQuick GL state is reset to prevent previous Qt3D calls from leaving some objects bound in the state
+ if (!m_skippedLastFrame)
+ m_window->resetOpenGLState();
+
+ m_skippedLastFrame = true;
return;
}
+ m_skippedLastFrame = false;
m_shouldRender = true;
// Check size / multisampling
diff --git a/src/quick3d/imports/scene3d/scene3drenderer_p.h b/src/quick3d/imports/scene3d/scene3drenderer_p.h
index 22ce478e1..7c749b513 100644
--- a/src/quick3d/imports/scene3d/scene3drenderer_p.h
+++ b/src/quick3d/imports/scene3d/scene3drenderer_p.h
@@ -123,6 +123,7 @@ private:
bool m_shouldRender;
bool m_dirtyViews;
bool m_skipFrame;
+ bool m_skippedLastFrame;
QSemaphore m_allowRendering;
Scene3DItem::CompositingMode m_compositingMode;
QVector<Scene3DView *> m_views;