Hi Shawn, Thank you very much for your reply and clarification.
My next question is, what is the best way to work around this? Should I create a QSGGeometryNode that draws an element and then create a node for each element? Do you think this will degrade the performance? Is there any other way of making it more performant? Thanks! Regards, Nuno > On 20 Oct 2021, at 16:59, Shawn Rutledge <shawn.rutle...@qt.io> wrote: > > > >> On 2021 Oct 20, at 17:36, Nuno Santos <nuno.san...@imaginando.pt> wrote: >> >> Hi, >> >> I have a custom QSGGeometryNode that renders several elements using >> triangles. >> >> Each element is composed by 4 rectangles, this means that each element needs >> 6x4=24 vertices. >> >> If there are more than a certain number of elements to be drawn, artefacts >> pop up. This artefacts are characterised by lines that connect to the >> origin, or with vertices on other elements. >> >> I have stumbled on this issue when rendering a scene with roughly 3800 >> elements, which require 91200 vertices. I’m using colored point 2d vertices. >> >> >> Are there limits to the number of vertices that can be allocated on a >> QSGGeometry? > > Yes: it uses 16-bit indices, and the last index is reserved to indicate > primitive restart. So you can have up to 65534 vertices per node.
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