07-02-2021, 12:58 PM
Hi,
I've tried updating from version 4.2.7655 to version 4.4.7848 and I've observed issues while having 1 main and 3 child DXViewportViews. I have this setup:
1. Each DXViewportView has a Viewport3D for camera.
2. Main DXViewportView has lighting and wire grid in Viewport3D.
3. Child viewport uses master rendering steps.
4. Non-helper objects is rendered using SceneNodes.
The issues I've discovered are:
1. When I toggle visibility on a SceneNode objects in child node are no longer refreshed. The visibility of the node is set as following (and works for 4.2.7655)
2. Toggling wireframe was done by setting rasterizer state
This now crashes with an exception - The previous thread has not finished.
3. Setting visibility on ContentVisual3D (the visual that contains wire grid) does not correctly update in child views.
Most of the issues are resolved, when I move camera in each view (it looks to me like directx stops rendering for inactive viewports and uses some stored backbuffer).
Is this intended behavior and am I just wrongly setting flags?
Thanks,
Janovsky Roman
I've tried updating from version 4.2.7655 to version 4.4.7848 and I've observed issues while having 1 main and 3 child DXViewportViews. I have this setup:
1. Each DXViewportView has a Viewport3D for camera.
2. Main DXViewportView has lighting and wire grid in Viewport3D.
3. Child viewport uses master rendering steps.
4. Non-helper objects is rendered using SceneNodes.
The issues I've discovered are:
1. When I toggle visibility on a SceneNode objects in child node are no longer refreshed. The visibility of the node is set as following (and works for 4.2.7655)
Code:
sceneNode.IsVisible = visible;
sceneNode.NotifySceneNodeChange(SceneNode.SceneNodeDirtyFlags.IsVisibleChanged);Code:
DXScene.DefaultRenderObjectsRenderingStep.OverrideRasterizerState = DXScene.DXDevice.CommonStates.WireframeCullNone;
DXViewportView.Refresh();3. Setting visibility on ContentVisual3D (the visual that contains wire grid) does not correctly update in child views.
Most of the issues are resolved, when I move camera in each view (it looks to me like directx stops rendering for inactive viewports and uses some stored backbuffer).
Is this intended behavior and am I just wrongly setting flags?
Thanks,
Janovsky Roman

