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Bug fix: framebuffer clear when using glow with multi-viewports (#3713)
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I broke this in #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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emilk authored Dec 18, 2023
1 parent 81a4706 commit 8503a85
Showing 1 changed file with 12 additions and 4 deletions.
16 changes: 12 additions & 4 deletions crates/eframe/src/native/glow_integration.rs
Original file line number Diff line number Diff line change
Expand Up @@ -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,
Expand Down Expand Up @@ -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,
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