Bug fix: framebuffer clear when using glow with multi-viewports (#3713)
I broke this in https://github.com/emilk/egui/pull/3665 For some reason, when using multiple viewports, the first "clear" doesn't take. I don't have time to investigate further, so I am adding a hack here which: * For single-viewport apps, the clear is done before `App::update` so user can paint there * For multi-viewport apps, the clear is done after `App::update`, so that it works This means painting in `App::update` won't work with multi-viewports. Ideally, users should use paint callbacks instead of painting directly in `App::update` anyways.
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@ -532,12 +532,16 @@ impl GlowWinitRunning {
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(raw_input, viewport_ui_cb)
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};
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{
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let clear_color = self
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.app
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.clear_color(&self.integration.egui_ctx.style().visuals);
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let has_many_viewports = self.glutin.borrow().viewports.len() > 1;
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let clear_before_update = !has_many_viewports; // HACK: for some reason, an early clear doesn't "take" on Mac with multiple viewports.
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if clear_before_update {
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// clear before we call update, so users can paint between clear-color and egui windows:
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let clear_color = self
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.app
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.clear_color(&self.integration.egui_ctx.style().visuals);
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let mut glutin = self.glutin.borrow_mut();
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let GlutinWindowContext {
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viewports,
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@ -608,6 +612,10 @@ impl GlowWinitRunning {
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let screen_size_in_pixels: [u32; 2] = window.inner_size().into();
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if !clear_before_update {
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painter.clear(screen_size_in_pixels, clear_color);
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}
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painter.paint_and_update_textures(
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screen_size_in_pixels,
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pixels_per_point,
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