QGraphicsView RubberBandDrag leaves artifacts - qt

I have a QGraphicsView and a QGraphicsScene set up without any properties changed but
view->setDragMode(QGraphicsView::RubberBandDrag);
view->setRenderHint(QPainter::Antialiasing, true);
When dragging arround for a bit the RubberBandDrag leaves artifacts and the RubberBand itself is often rendered incorrectly, missing the sides:
Also other graphics items such as a regular QGraphicsRectItem leave these traces. I tried without the antialias but that seems to make it even worse.
Do I have to set specific properties of the view/scene such as disabling optimization flags?
Or is this just a bug of Qt? (I am using 5.9.2)
At least I couldn't find a report of this.

I had similar problem. After I play around these two calls, things got fixed.
QGraphicsView.setCacheMode(QGraphicsView::CacheBackground);
QGraphicsView.setViewportUpdateMode(QGraphicsView::BoundingRectViewportUpdate);

Related

QML Canvas: How to use CanvasWindow and CanvasSize properly

I have a qml canvas with many elements, and when I zoom in, the elements needs to redrawn, if the canvas size grows too much, the rendering is delayed and quite visible.
I couldnt use the canvassize, canvaswindow properly to render only part of the scene, didnt find any proper examples to use this.
Could some expert please guide me with very minimalistic code.
Also, I see that these properties are marked as not to be used in future, does anyone know what is it that replaces ?
Regards,
Indrajit

Creating a permanent static overlay for QGraphicsView scene

I am making an app using Qt (currently 4.8) which displays a literal map from a large number of QGraphicsScene items. I would like to annotate the view with a scale. My requirement for the scale is that it is permanently fixed w.r.t the viewport widget. It needs to be updated whenever the view scale changes (zoom in, etc). There are other possible overlay items as well (compass, etc) so I'd prefer a generic solution.
I have looked at earlier questions around this which suggest:
using the ItemIgnoresTransform
using an overlay pixmap.
I tried IgnoresTransform but that way didn't work right: I couldn't figure out how to fix it in place in (say) the bottom corner of the viewport and was having some difficulty getting the text and lines always displaying in the correct size.
I scrapped that and subclassed QGraphicsView, adding an overlay pixmap by reimplementing the paintEvent (calls original one, then paints the overlay pixmap on top), and an alignment option to indicate where it goes. Coding some pixmap paint code produces a usable scale on the view. Yay! ... but it doesn't work with scrolls - I get "shattered" renderings of the scale all over, or sometimes no scale at all. I think this is because QGraphicsView::scrollViewportBy() uses viewport()->scroll() so I wondered if switching to ViewportSmartUpdate would help, but it doesn't help enough. I'd prefer not to switch to ViewportFullUpdate as that would likely slow the app down too much (there are millions of items in the scene and that would require a full repaint just to move around).
So. Any ideas from here? Would adapting my pixmap code to write to a new mostly-transparent Widget that is overlaid on the viewport be a better way?
Thanks for any help...
Though it may not be the best way of doing this, in the past I've added custom widgets to the window that holds the QGraphicsView / QGraphicsScene, which have the same graphic style as the QGraphicObjects in the scene. When the view is then used to move objects in the scene, or the scene itself, the items on the window remain in the same place.
Hope that helps.

How can I hunt down these OpenGL calls that are distorting objects in my scene?

I'm mixing two libraries that use OpenGL: Qt and OpenSceneGraph. I'm targeting OpenGL ES 2, so everything is done with shaders and ES 2 compatible calls.
I'm specifically using OSG with QtDeclarative by trying to paint OSG onto a QDeclarativeItem. I do this the way suggested in Qt documentation: wrap all OpenGL calls between beginNativePainting()/endNativePainting().
This works fine until I use textures in my OpenSceneGraph scene. When I do this, my QML window gets "messed up" for lack of a better word. To keep it as simple as possible, my OSG scene consists of a plane with a texture applied to it. I recreated the scene using basic OpenGL calls and the problem no longer occurs. Here's the problem summarized as a bunch of pictures:
The QtDeclarative engine uses OpenGL to paint stuff. I set up a simple QML page:
I create a simple scene using OpenGL directly. It's a plane with a texture painted onto it.
Now I try to set up the same scene in OSG... identical shaders, etc.
You can see something odd is going on with the last screenshot. Don't worry about the black background where the original OpenGL scene was transparent, that's just OSG using a black clear color. The problem is that the other items set up with QML (the rectangles) get messed up.
Edit: To clarify what happens: The rectangles I draw with QML are all stretched out to the right edge of the screen. I also noticed if I draw rectangles after the OpenSceneGraph item in QML, they don't show up (I didn't notice this before). I draw the purpley black rectangle after the OSG item in the following screenshots... note that it disappears. There might be more weird stuff happening, but this is all I've observed playing with rectangles.
Before
After
I'm fairly new to OpenGL so I don't know what kind of call/state setting would cause something like this to happen. I think that OpenSceneGraph makes some OpenGL state change that's messing up Qt's paint engine. I also know that this only occurs when OSG uses textures... if I don't apply textures in my OSG scene, this doesn't happen. This is where I'm stuck.
Also, I tried to use BuGLe to get an OpenGL call trace with and without textures enabled in OSG to see if I could figure out the problematic state change(s). I found a few differences, and even some global state that OSG changed (such as glPixelStorei()) between the two, but resetting the changes I found made no difference. It would help a lot if I knew what to look for. If anyone's feeling insane, I also have the stack traces:
OSG with texturing: http://pastie.org/4223182 (osg texture stuff is lines 637~650)
OSG without texturing: http://pastie.org/4223197
Edit 2:
Here's a diff that might be helpful. You'll need to scroll way down before the relevant lines are apparent.
http://www.mergely.com/nUEePufa/
Edit 3:
Woah! Okay, that diff helped me out quite a bit. OSG enables VertexAttribArray 3 but doesn't disable it. Calling glDisableVertexAttribArray(3) after OSG renders its frame seems to partially solve the problem; there's no more stretching of the QML rectangles. However, rectangles drawn after the OSG item still don't show up.
After obsessing over the trace logs, I think I've found two OpenGL things that need to be reset before passing control back to Qt to cause the issues above to go away. I mentioned one in an edit... I'll summarize both in this answer.
Rectangle/QML Item distortion
QPainter uses Vertex Attributes 3, 4, and 5 directly for something that looks like its related to the geometry of those rectangles. This can be seen in the trace:
[INFO] trace.call: glVertexAttrib3fv(3, 0x2d94a14 -> { 0.00195312, 0, 0 })
[INFO] trace.call: glVertexAttrib3fv(4, 0x2d94a20 -> { 0, -0.00333333, 0 })
[INFO] trace.call: glVertexAttrib3fv(5, 0x2d94a2c -> { 0.2, 0.4, 1 })
Disabling the corresponding vertex attribute arrays fixes the stretchy rectangles issue:
glDisableVertexAttribArray(3);
glDisableVertexAttribArray(4);
glDisableVertexAttribArray(5);
Items drawn after the OSG Item don't render
In retrospect, this was one was easy and didn't have anything to do with texturing. I hadn't noticed this before trying to add textures to my scene though, so mixing the two issues was my fault. I also screwed up with the traces and diff I posted; I never updated them to account for the ordering problem after I discovered it (sorry!)
Anyways, QPainter expects depth testing to be turned off. Qt will turn depth testing off when you call beginNativePainting(), and also when it starts to paint its items... but you're expected to turn it back off whenever handing control back:
QPainter paints stuff (DEPTH_TEST = off)
OSG draws stuff (DEPTH_TEST = on)
QPainter paints more stuff [expects DEPTH_TEST = off]
The right trace logs showed that I wasn't doing this... So the fix is
glDisable(GL_DEPTH_TEST)
Maybe you just need to reenable GL_TEXTURE_2D? I notice in your example with textures that OSG enables, and subsequently disables GL_TEXTURE_2D. Thus the difference between your two cases (with texture vs without), is that the one that uses textures finishes with texturing disabled, while the one without texturing leaves GL_TEXTURE_2D in it's initial state.
If Qt needs/expects texturing enabled to draw quads it could cause nothing to show up.

Flex Spark TitleWindow bad redraw on dragging

I have a problem with redrawing in flex 4. I have a spark titleWindow, and if i drag it faster, it looks like it's mask is one frame late after the component.
it's easily visible with 1pixel thin border, because it becomes invisible even with slower movement.
You can try it here (what is not my page, but it's easier to show you here than uploading example):
http://flexponential.com/2010/01/10/resizable-titlewindow-in-flex-4/
If you move in direction up, you see disappearing top border. in another directions it's not that sensitive as it has wide shadow, and it's not very visible on shadow.
On my computer i see it on every spark TitleWindow i have found on google, although it's much less visible with less contrast skins, without borders or with shadows.
Do you see it there? i had never this problem with halo components. It's doing the same thing with different skins. I tried to delete masks from skin, cache component, skin even an application as bitmap with no success.
I also turned on redraw regions in flash player, and it looks like it's one frame late after titlewindow too.
Does anyone know why is it doing this or how can i prevent it?
Thank you
UPDATE:
no answers? really?
I have been facing the same problem and I was really pissed that I couldn't find any answer.
The problem with me was, that I tried to center the component "component.x = (parent.width - component.width) / 2" and then draw that component programatically. The problem was, that component.x is a Number which can lead to floating values like 10.5 or similar. And it looks like that bitmapFill function rounds floats DIFFERENTLY than drawRect function, which makes exactly the 1px line around the objects (but ONLY when parent.width is an odd number). Strange thing for me was, that I only called the Draw function once, but still this line keep recurring ...
Doing Math.floor(component.x) solved the issue.
P.S.: I think that you can also help your issue by setting cacheAsbitmap=true on the dragged object ...
Cheers,
Jan Prazma

Moving a Flex GUI window confused by underlying Papervision3D viewport

I'm developing a Flex 2 application, and I noticed that part of the library which is responsible for moving GUI windows (TitleWindows) around when you drag them with the mouse gets confused if there is a clickable (buttonMode = true) sprite beneath them. When I say confused, I mean that the window is moved around normally for a while, but then at some point "jumps" into the upper left corner of the flash app, and makes very minor movement there. Then at some other point it jumps back. It is more difficult to explain than to experience, so please go and see for yourself. Here's how to reproduce the problem:
Go to http://www.panocast.com
In the left sidebar, choose "Real Estate"
Just below the bottom right corner of the flash window, choose "high res" by clicking on the rightmost icon.
When (part of) the video loads, click on the staircase. A TitleWindow will pop up.
Try dragging it around the screen. When the mouse cursor is moved above one of the clickable areas (like the staircase), the window is misplaced.
(Sorry, but can't give you a direct link, part of the page is generated dynamically.)
(What's makes the problem even more interesting is that for me, in "low res" mode, the problem does not occur! There is very little difference between the various modes.) I would really appreciate if someone told me what was going on here and how it can be fixed.
I'm not sure if it matters, but the underlying sprite is actually not just plain sprite, rather it is a Papervision3D renderer object with some 3D elements in it. I'm telling this because it is possible that the incorrect mouse coordinates somehow come from the texture UV mapped on the clickable objects.
I've managed to replicate this on the low res mode as well, so I don't think it's related to the resolution.
This looks to be because the MouseEvent is being handled by the TitleWindow AND the Papervision3D window. Perhaps you need to force stopImmediatePropagation() on one or the other? Or maybe switch off the MouseEvent handling for the Pv3D window when the TitleWindow pops up?
That's a tough one to debug without some source; something's apparently calling either move() or setting x and y properties on that TitleWindow and scheduling it be moved.
When I first read the post, it "smelled" like maybe a rotation miscalculation somewhere (using Math.atan vs. Math.atan2 can sometimes have that kind of effect), so you're right, it could have something to do with PaperVision, assuming you're not using Math.atan or setting rotation properties yourself anywhere. Just thought I'd mention it, though it's probably not happening in your case. You never know, though. ;)
More likely the LayoutManager is moving the component in response to a property change on the component. The Flex docs explain that in addition to setting its x and y properties, and explicit calls to move(), a UIComponent's move event can also be triggered when any of the following other properties change:
minWidth
minHeight
maxWidth
maxHeight
explicitWidth
explicitHeight
PaperVision or no, maybe that info might help you isolate the source of the move. Good luck.
I got this figured out. Apparently, this is a Papervision3D problem. There is a class deep inside Papervision3D called VirtualMouse, which is supposed to generate MouseEvents programmatically. This happens, for example, when the user interacts with any of the interactive objects on stage, e.g., a Plane with an interactive material on it (as in my case).
The problem is that the x and y coordinates of the generated event represent texture UV coordinates (just as I suspected) and not real world screen coordinates. When a TitleWindow (or any Panel object) is dragged, a "mouseMove" handler (among others) is added to the SystemManager, which then uses the stageX and stageY properties of the event object to determine the new position of the window. Unfortunately for VirtualMouse's mouse events, these are invalid, since the original x,y coordinates, which are probably used to determine the global stage coordinates are, as I said, not screen coordinates.
Honestly, I'm still unsure whether the events dispatched by VirtualMouse are used anywhere within Papervision3D itself, or they are just offered for convenience, but they sure make it difficult to integrate a viewport into a Flex program. Assuming that such events aren't necessary for PV3D itself, there is a one-liner fix for my problem, which must be added right after the creation of the viewport:
viewport.interactiveSceneManager.virtualMouse.
disableEvent(MouseEvent.MOUSE_MOVE);
BTW., there was a very similar (or rather, as it turns out, the same) bug with dragging sliders, also fixed by this line.

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