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
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
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
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
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