RevalSoft
Topic Author
Posts: 15
Joined: 24 Jun 2018, 15:23

TreeView / ListView rendering hidden rows outside local viewport

15 Sep 2021, 23:18

Hello!

I'm integration Noesis into a proprietary game engine (currently uses old OGL pipeline), all behavior looks smooth and clear, except 1 - in list-like containers I got rendering outside element frame last/first rows.

Image
Image

My integration code is primitive easier and looks like:
void NoesisRender() {
    static uint64_t startTime = Noesis::HighResTimer::Ticks();
    uint64_t time = Noesis::HighResTimer::Ticks();
    _view->Update(Noesis::HighResTimer::Seconds(time - startTime));

    _view->GetRenderer()->UpdateRenderTree();

    glPushAttrib(GL_ALL_ATTRIB_BITS);

    _view->GetRenderer()->RenderOffscreen();
    
    glBindFramebuffer(GL_FRAMEBUFFER, 0);
    glViewport(0, 0, WindowWidth, WindowHeight);

    _view->GetRenderer()->Render();
    glUseProgramObjectARB(0);

    glPopAttrib();
}
May someone have tips on where I can find a solution? And what can in theory invoke that?
 
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sfernandez
Site Admin
Posts: 2983
Joined: 22 Dec 2011, 19:20

Re: TreeView / ListView rendering hidden rows outside local viewport

16 Sep 2021, 12:27

This seems a problem with stencil, we rely on that for clipping on this kind of scenarios.
Are you setting up a stencil buffer when creating your main surface? Are you clearing it before rendering the UI to the screen?
 
RevalSoft
Topic Author
Posts: 15
Joined: 24 Jun 2018, 15:23

Re: TreeView / ListView rendering hidden rows outside local viewport

16 Sep 2021, 13:04

All right, thank you!
Was been fixed with activation Stencil buffer on window handle creation.
 
User avatar
sfernandez
Site Admin
Posts: 2983
Joined: 22 Dec 2011, 19:20

Re: TreeView / ListView rendering hidden rows outside local viewport

16 Sep 2021, 13:07

Great, thanks for the update.

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