Re: [Interest] Custom QSGGeometryNode Scene blending issue

2016-06-24 Thread Roberto Garrido
Hi Gunnar, we were creating our texture using "quickWindow->createTextureFromId", passing our FBO texture id as parameter, but forgot to add the " CreateTextureOption::TextureHasAlphaChannel". I think we have the desired effect now. Thank you so much for helping us to narrow this down. Cheers, Rob

Re: [Interest] Custom QSGGeometryNode Scene blending issue

2016-06-24 Thread Gunnar Sletta
Since the window's background is being cleared when you draw the framebuffer, it sounds as the window's default framebuffer is bound at the time of clearing. That or that the FBO is indeed cleared to fully transparent and rendered without blending, thus overwriting the pixels window. To further

Re: [Interest] Custom QSGGeometryNode Scene blending issue

2016-06-23 Thread Roberto Garrido
Gunnar, thanks for your detailed response. We don't discard going for the QQuickFramebufferObject soon, but currently what we have is the Item/QSGGeometryNode setup. I've been doing some tests, and I cannot manage to get the desired effect. The most silly example I can think of is to clear our buff

Re: [Interest] Custom QSGGeometryNode Scene blending issue

2016-06-07 Thread Gunnar Sletta
Hi Roberto, The opacity of any geometry node is decided by the opacity that comes out of the fragment shader of its material. Depending on how the alpha logic exists in your custom GL renderer, there are two ways to do this. Option 1: If most of the FBO is partially transparent, or if there ar

[Interest] Custom QSGGeometryNode Scene blending issue

2016-06-06 Thread Roberto Garrido
Hi all! We have a custom QQuickItem which in turn creates a custom QSGGeometryNode. We reimplement the QSGGeometryNode's preprocess() method in order to draw our scene to a FrameBufferObject with a texture attached. This OpenGL texture ID is shared with the QSGGeometryNode's material. This way, we