Re: [Interest] Qt3D not deleting buffers

2016-10-05 Thread Juan Jose Casafranca
Hi Sean, in fact, I'll be interested in contributing with the development of Qt3D. I have never contributed to an opensource project like Qt so a little help to start contributing will be great. After I found that bug, I fix it in my code (just dont delete the rootEntity in Qt3DWindow but create

Re: [Interest] Qt3D not deleting buffers

2016-10-05 Thread Sean Harmer
Hi, that looks like a plain ol' bug. Please file a JIRA and if you want to fix it then please feel free to do so. If you need help getting started with contributions just ask. Thanks for the feedback! Sean On Wednesday 05 October 2016 01:29:35 Juan Jose Casafranca wrote: > Hi Sean, > > I've

Re: [Interest] Qt3D not deleting buffers

2016-10-04 Thread Juan Jose Casafranca
Hi Sean, I've looking the Qt3DWindow code in the repo. I have seen that the setRootEntity only works well if the window is not shown. During the expose event, if the userRoot is set as a child of the root. If after the exposeEvent I call setRootEntity, it will change the m_userRoot entity pointer

Re: [Interest] Qt3D not deleting buffers

2016-10-03 Thread Juan Jose Casafranca
Hi Sean, thanks for your fast reply. I dont know what is a JIRA. Anyway, I have prepared a very simple example where I can reproduce one of the problems I was explaining in my previous message. I go through the code: The main creates the QApplication, a SceneManager and a timer to call periodyca

Re: [Interest] Qt3D not deleting buffers

2016-10-03 Thread Sean Harmer
Hi, could you file a JIRA please ideally along with a small test case that reproduces the issue. Many thanks! Sean On Monday 03 October 2016 13:40:36 Juan José Casafranca wrote: > Hello! > > I'm posting to act some questions about Qt3D. > > I'm trying to show some information for my program.

[Interest] Qt3D not deleting buffers

2016-10-03 Thread Juan José Casafranca
Hello! I'm posting to act some questions about Qt3D. I'm trying to show some information for my program. This information consist on a regular grid (I'm painting the lines that define the voxels), a distance map (in each voxel vertex I store a distance value) and the sources for the distance (