Fix incorrect rendering of overlapping object in renderToArray() (#1306)
This commit adds a depth buffer in renderToArray(). This fixes the issue that overlapping objects are rendered incorrectly when using renderToArray() on a GLViewWidget. This might be related to issue #743.
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@ -498,6 +498,7 @@ class GLViewWidget(QtOpenGL.QGLWidget):
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self.makeCurrent()
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tex = None
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fb = None
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depth_buf = None
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try:
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output = np.empty((w, h, 4), dtype=np.ubyte)
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fb = glfbo.glGenFramebuffers(1)
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@ -516,6 +517,12 @@ class GLViewWidget(QtOpenGL.QGLWidget):
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## create teture
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texwidth, texwidth, 0, GL_RGBA, GL_UNSIGNED_BYTE, data.transpose((1,0,2)))
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# Create depth buffer
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depth_buf = glGenRenderbuffers(1)
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glBindRenderbuffer(GL_RENDERBUFFER, depth_buf)
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, texwidth, texwidth)
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth_buf)
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self.opts['viewport'] = (0, 0, w, h) # viewport is the complete image; this ensures that paintGL(region=...)
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# is interpreted correctly.
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p2 = 2 * padding
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@ -545,6 +552,7 @@ class GLViewWidget(QtOpenGL.QGLWidget):
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glDeleteTextures([tex])
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if fb is not None:
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glfbo.glDeleteFramebuffers([fb])
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if depth_buf is not None:
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glDeleteRenderbuffers(1, [depth_buf])
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return output
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