Details
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Bug
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Resolution: Unresolved
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P2: Important
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None
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6.4.0
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None
Description
I have three layers in my project, fore-, middle- and background with different entities in it. The framegraph looks like this:
Qt3DExtras::QForwardRenderer:: Qt3DRender::QRenderSurfaceSelector:: Qt3DRender::QViewport:: Qt3DRender::QCameraSelector:: Qt3DRender::QClearBuffers:: (AllBuffers) Qt3DRender::QNoDraw:: Qt3DRender::QFrustumCulling:: Qt3DRender::QClearBuffers:: (DepthStencilBuffer) Qt3DRender::QLayerFilter:: (DiscardAnyMatchingLayers) Qt3DRender::QClearBuffers:: (DepthStencilBuffer) Qt3DRender::QLayerFilter:: (DiscardAnyMatchingLayers) Qt3DRender::QClearBuffers:: (DepthStencilBuffer) Qt3DRender::QLayerFilter:: (DiscardAnyMatchingLayers) Qt3DRender::QDebugOverlay::
Now the bug: the application works as expected when started with
QT3D_RENDERER=opengl
When started without, so RHI is used by qt3d, the entities get rendered all at once and the layers don't work.
I distilled this down to a minimal example: