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Second beginDraw / endDraw call clears PGraphics object when created w/ P2D #641
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Created by: rapatski Despite being rather limited in terms of true programming skills, I ventured to have a look at what PGraphicsOpenGL.beginDraw() actually is doing and though I understand very little of what's going on there, I was intrigued by the
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Created by: jeremydouglass @rapatski -- thanks for sharing. Confirmed on Processing 3.5.4 / macOS 10.12. Here is an even simpler side-by-side test case. Create a P2D and default PGraphics, loop beginDraw/endDraw on each 4 times -- the first draw for P2D is missing.
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Created by: reiaaoyama This is also broken on Processing 4.0b1/MacOS 11.6.4 |
Created by: mvaladas I have this issue only from setup() to draw(). |
Created by: mvaladas I believe I found the issue and fixed it. setViewport();
if (primaryGraphics) {
beginOnscreenDraw();
} else {
beginOffscreenDraw();
}
checkSettings();
setViewport();
checkSettings();
if (primaryGraphics) {
beginOnscreenDraw();
} else {
beginOffscreenDraw();
} The problem is that the A workaround can be calling begin/endDraw once at the very start. This "stabilises" the initialised and sized variables. graphics.beginDraw();
graphics.endDraw(); I want to do further testing, but will submit a pull request if I can't find anything wrong with this approach. |
Created by: benfry Merged #728 for 4.3. Thanks for the report! |
Created by: rapatski
Description
Stumbled upon this just now - seems like beginDraw() / endDraw() clear the canvas of a PGraphics object when that object is created with the P2D renderer.
Expected Behavior
I expect the beginDraw() method not to change anything in the PGraphics object it's called on.
Current Behavior
Calling beginDraw() on a PGraphics object created with P2D and populated previously will clear it.
Steps to Reproduce
Your Environment
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