TreeView / ListView rendering hidden rows outside local viewport
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.
My integration code is primitive easier and looks like:
May someone have tips on where I can find a solution? And what can in theory invoke that?
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.
My integration code is primitive easier and looks like:
Code: Select all
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();
}
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sfernandez
Site Admin
- Posts: 2997
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Re: TreeView / ListView rendering hidden rows outside local viewport
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?
Are you setting up a stencil buffer when creating your main surface? Are you clearing it before rendering the UI to the screen?
Re: TreeView / ListView rendering hidden rows outside local viewport
All right, thank you!
Was been fixed with activation Stencil buffer on window handle creation.
Was been fixed with activation Stencil buffer on window handle creation.
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sfernandez
Site Admin
- Posts: 2997
- Joined:
Re: TreeView / ListView rendering hidden rows outside local viewport
Great, thanks for the update.
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