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.
This commit is contained in:
Emil Ernerfeldt 2023-12-18 12:47:23 +01:00 committed by GitHub
parent 81a47066c6
commit 8503a85113
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GPG Key ID: 4AEE18F83AFDEB23
1 changed files with 12 additions and 4 deletions

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@ -532,12 +532,16 @@ impl GlowWinitRunning {
(raw_input, viewport_ui_cb)
};
{
let clear_color = self
.app
.clear_color(&self.integration.egui_ctx.style().visuals);
let has_many_viewports = self.glutin.borrow().viewports.len() > 1;
let clear_before_update = !has_many_viewports; // HACK: for some reason, an early clear doesn't "take" on Mac with multiple viewports.
if clear_before_update {
// clear before we call update, so users can paint between clear-color and egui windows:
let clear_color = self
.app
.clear_color(&self.integration.egui_ctx.style().visuals);
let mut glutin = self.glutin.borrow_mut();
let GlutinWindowContext {
viewports,
@ -608,6 +612,10 @@ impl GlowWinitRunning {
let screen_size_in_pixels: [u32; 2] = window.inner_size().into();
if !clear_before_update {
painter.clear(screen_size_in_pixels, clear_color);
}
painter.paint_and_update_textures(
screen_size_in_pixels,
pixels_per_point,