QWidget::repaint: Recursive repaint detected
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Hello, I'm working on a visualization application using Qt5.5, The application contains a QOpenGLWidget that uses QOpenGLFunctions_3_2_Core, everything was working fine using (initializeGL() , paintGL() , and resizeGL() ) functions.
Now, the time has come where i need to draw some text (just simple text nothing fancy) on the openglwidget, I figured that I would simply reimplement my widget using paintEvent() function instead of paintGL(). And so I did, I renamed paintGL() to updateGL() and added paintEvent() function as follows:
void OpenGLWidget::paintEvent(QPaintEvent *e){ Q_UNUSED(e); updateGL(); QPainter p(this); p.setPen(Qt::white); p.drawText(100 ,100, "Test"); p.end(); }
However running this outputs a runtime error/warning (QWidget::repaint: Recursive repaint detected) and the text is not drawn, However the opengl scene is rendered correctly. Also, The menu bar on the mainwindow doesn't get drawn once the application starts, hovering over the menus locations or simply hiding/showing the app draws them.
I tested the same code on a Qt Example (HelloGL2), and it runs fine and the text appears where it should.
How can I know what causes this error? or where can i find more information about this specific error?
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I guess updateGL() call causes paintEvent() which again calls updateGL() and so on...
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@jsulm There're no calls to paintEvent() or update() inside updateGL()
void OpenGLWidget::updateGL() { makeCurrent(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); //LEQUAL glEnable(GL_CULL_FACE); glFrontFace(GL_CW); glLineWidth(1.0f); // glDisable(GL_DITHER); glEnable(GL_LINE_SMOOTH); glEnable(GL_MULTISAMPLE); glViewport(0,0,m_width , m_height); m_camera = m_cameraController.toMatrix(); QVector3D lightDirection; switch (m_currView) { case TopView: lightDirection = QVector3D(0.0,0.0,1.0); break; case BottomView: lightDirection = QVector3D(0.0,0.0,-1.0); break; case LeftView: lightDirection = QVector3D(-1.0,0.0,0.0); break; case RightView: lightDirection = QVector3D(1.0,0.0,0.0); break; case FrontView: lightDirection = QVector3D(0.0,-1.0,0.0); break; case BackView: lightDirection = QVector3D(0.0,1.0,0.0); break; } lightDirection.normalize(); QVector3D directionalColor = QVector3D(0.3,0.3,0.3); QVector3D ambientLight = QVector3D(0.5,0.5,0.5); m_world.setToIdentity(); m_world.translate(m_modelBox.getCenterPoint()); m_world.rotate(m_rotation); m_world.scale(1.0f, 1.0f, m_worldZScalar); m_world.translate(-m_modelBox.getCenterPoint()); QMatrix3x3 normalMatrix = m_world.normalMatrix(); if(geometries){ if(!m_drawWireFrame){ m_programGrid->bind(); //Set MVP Uniforms m_programGrid->setUniformValue(m_projMatrixLoc, m_proj); m_programGrid->setUniformValue(m_mvMatrixLoc, m_camera * m_world); m_programGrid->setUniformValue(m_normalMatrixLoc, normalMatrix); //Set Lighting Uniforms. m_programGrid->setUniformValue(m_lightDirectionLoc, lightDirection); m_programGrid->setUniformValue(m_directionalColorLoc, directionalColor); m_programGrid->setUniformValue(m_ambientColorLoc, ambientLight); //Draw Grid Geometry geometries->drawGeometry(m_programGrid); m_programGrid->release(); //Draw Border Lines if(m_showBorders){ m_programLines->bind(); m_programLines->setUniformValue(m_projMatrixLocLines, m_proj); m_programLines->setUniformValue(m_mvMatrixLocLines, m_camera * m_world); geometries->drawLines(m_programLines, QVector3D(0.0,0.0,0.0)); m_programLines->release(); } }else{ m_programLines->bind(); m_programLines->setUniformValue(m_projMatrixLocLines, m_proj); m_programLines->setUniformValue(m_mvMatrixLocLines, m_camera * m_world); geometries->drawLines(m_programLines, QVector3D(1.0,1.0,1.0)); m_programLines->release(); } } if(wellgeometries){ glLineWidth(4.0f); m_programLines->bind(); m_programLines->setUniformValue(m_projMatrixLocLines, m_proj); m_programLines->setUniformValue(m_mvMatrixLocLines, m_camera * m_world); wellgeometries->drawLines(m_programLines, QVector3D(1.0,0.0,0.0)); m_programLines->release(); } if(m_showCompass){ glDisable(GL_DEPTH_TEST); glViewport(0,0,100,100); m_world.setToIdentity(); m_world.translate(0,0,-5); m_world.rotate(m_cameraController.rotation().inverted()); m_world.rotate(m_rotation); QMatrix4x4 proj; // Set near plane, far plane , field of view const qreal zNear = 1.0f, zFar = 150.0f, fov = 45.0; proj.setToIdentity(); proj.perspective(fov, 1.0f, zNear, zFar); m_programGrid->bind(); m_programGrid->setUniformValue(m_projMatrixLoc, proj); m_programGrid->setUniformValue(m_mvMatrixLoc, m_world); m_programGrid->setUniformValue(m_normalMatrixLoc, normalMatrix); //Set Lighting Uniforms. m_programGrid->setUniformValue(m_lightDirectionLoc, lightDirection); m_programGrid->setUniformValue(m_directionalColorLoc, directionalColor); m_programGrid->setUniformValue(m_ambientColorLoc, ambientLight); compass->drawCompassGeometry(m_programGrid); m_programGrid->release(); } //doneCurrent(); }