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Forum Update on Monday, May 27th 2025

Depth ordering with QSG

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scengraphqsg
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  • M Offline
    M Offline
    MansenC
    wrote on 29 Mar 2023, 18:48 last edited by
    #1

    I have an application that relies on QSG. I have created a QQuickItem and overwritten updatePaintNode. In that I create a root node and append child nodes depending on the state of my application. I cannot control the order in which these nodes are created (Well, except sorting but I'd like to not do that, especially since node updates can happen frequently and I do not want to sort the entire list of children every so often), so I have to resort to depth ordering.

    My implementation uses the QSGGeometryNode as a base for every child node. I have a custom shader implementation that I tried to adjust to respect depth ordering. For that I tried to modify the gl_Position output vector's Z coordinate based on a value between 0 and 1, however nothing changed. That has me puzzled because in theory (according to OpenGL) this controls the depth. I expect that this is the case for every other qsg-backed renderer. The relevant snippet of my vertex shader is:

    #version 440
    
    layout(location = 0) in vec4 qt_VertexPosition;
    
    layout(std140, binding = 0) uniform buf {
        mat4 qt_Matrix;
    } ubuf;
    
    out gl_PerVertex { vec4 gl_Position; };
    
    void main()
    {
        gl_Position = ubuf.qt_Matrix * qt_VertexPosition;
    }
    

    How can I enable the usage of a depth buffer, since apparently it isn't being used here?

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