Re: [Interest] Strange visibility problem after updating entities in Qt3D

2017-10-05 Thread Helmut Mülner
-project.org Betreff: Re: AW: [Interest] Strange visibility problem after updating entities in Qt3D Hi Helmut, In Qt3D there is the scene tree called the SceneGraph and in QRenderSettings you can specify another tree called the FrameGraph. The FrameGraph basically configures the renderer to match your

Re: [Interest] Strange visibility problem after updating entities in Qt3D

2017-10-05 Thread Paul Lemire
Hi Helmut, In Qt3D there is the scene tree called the SceneGraph and in QRenderSettings you can specify another tree called the FrameGraph. The FrameGraph basically configures the renderer to match your needs. In your case what you would need is to: Create 2 layers QLayer *railsLayer; QLayer *

Re: [Interest] Strange visibility problem after updating entities in Qt3D

2017-10-04 Thread Helmut Mülner
Re: undefined entry error with createNodeCreationChange This came from mixing Qt versions (I had tried 5.10-alpha before and forgot to re-run cmake). Cheers, Helmut ___ Interest mailing list Interest@qt-project.org http://lists.qt-project.org

Re: [Interest] Strange visibility problem after updating entities in Qt3D

2017-10-04 Thread Helmut Mülner
Hi Paul, thank you for your tips, I think you diagnosed the problem correctly. Von: paul.lemire [mailto:paul.lemire] Im Auftrag von Paul Lemire Gesendet: Mittwoch, 4. Oktober 2017 07:05 […] Now I want to show another rail (it may have fewer or more parts) and another set of defects. T

Re: [Interest] Strange visibility problem after updating entities in Qt3D

2017-10-03 Thread Tony Rietwyk
Hi Helmut, I think your deleteChildrenRecursively is incorrect - you need to process the vector in reverse if you delete the current node. Especially as you have declared the vector parameter 'const &', the compiler probably can't work out that deleting the node will update the vector.  So de