Hi Mike,
thanks a lot for your valuable clarifications. When talking about the
main area you mean the area where the three cameras overlap (two
orthographic and one perspective)? I always get three hitsChanged
signals emitted in this area, no matter where I click onto.
I see if I can put up a simple example that shows the mentioned behaviour.
Cheers, Volker
Am 28.03.2019 um 14:35 schrieb Mike Krus:
Hi Volker
if I remember correctly, ray casting will apply to all enabled surfaces. It’ll
ignore off screen surfaces and surfaces where the cursor is outside the render
area. I think it also ignores surfaces when an orthographic camera is used.
So in your case sounds like you should only get a single hit in the main area,
and two when testing in the render areas.
5.13 is introducing a QNoPicking frame graph node to explicitly disable picking
and ray casting on portions of the frame graph.
If you continue having issues with this, please create a JIRA ticket, ideally with a small example.
Regards,
Mike
On 28 Mar 2019, at 11:13, Volker Enderlein <[email protected]>
wrote:
Hi,
The KDAB article
https://www.kdab.com/new-in-qt-3d-5-11-generalized-ray-casting/ states that the
ScreeenRayCast test is performed for every active render target. I just
stumbled over the question what an active render target is considered for a
ScreenRayCaster.
My FrameGraph contains an orthographic background viewport/camera, a SceneGraph
viewport/camera and an orthographic overlay viewport/camera that fill the
entire normalized viewport.
Additionally two smaller viewport/camera exist at the bottom of the window for
an axis gnomon and a fps counter.
When triggering a ScreenRayCaster test with the current mouse position the
hitsChanged signal is emitted multiple times with different hits.
Traversing the scenegraph upwards from the hitted entity (mostly a
DistanceFieldTextRenderer is hit) leads me to entities that let me doubt on the
returned hit.
Anyone out there who can shed some light on it? Thanks in advance.
Cheers, Volker
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