On 3 Apr 2013, at 11:25 AM, Sletta Gunnar wrote:

> 
> On Apr 3, 2013, at 10:51 AM, Dmitrii Volosnykh <[email protected]>
> wrote:
> 
>> Hi, Gunnar.
>> 
>> At first glance scenegraph module and Qt3D have similar feature sets.
> 
> Not at all :)
> 
> The scene graph in Qt Quick is a very tiny api, meant to formally structure 
> OpenGL graphics calls so that we can optimally render a 2D interface with 
> bling (it supports 3D transformations and geometry, but it doesn't manage 3D 
> geometry per se). The primary purpose is to allow sorting, reordering of the 
> GL calls and 
> 
> It is meant to be tiny and fast when supporting the usecase of highly 
> dynamic, lots of small things chaning all the time, with bling and some 
> light-weight 3D. It will do worse when trying to render something like 
> google-earth :)
> 
> Qt3D in its current state is more like QGraphicsView. It puts items into a 
> scene and renders them without any logic to try to improve on the 
> performance. It does contain a scene graph, but it is purely procedural in 
> its execution. Sean Harmer posted a mail a while back outlining how he 
> envisions Qt3D evolving into a proper 3D engine, something which will be 
> suitable for larger 3D apps. This solves a different usecase from what the 
> scene graph and will not be suitable for UI rendering, for instance.

What happens when you try to combine the two, are they just in layers?  For 
example I tried to make a piano app as a multi-point touch demo, and found it 
difficult to make fake semi-3D-looking piano keys.  One can rotate a Rectangle 
in any direction around any axis, so I thought I could have a 90-degree rotated 
rectangle for the front of the key, and a rotated woodgrain texture for the 
sides.  But when you rotate to 90 degrees, it disappears, even if you then 
rotate the entire key by a few degrees.  I got something a little better by 
tweaking the angles slightly and tweaking the length heavily, but it didn't 
scale well.  So the ideal might be to render using a 3D model, but every key 
top should have a MultiPointTouchArea.  Or else the 2D scene graph should 
handle the rotated cases more realistically; is that doable, or is there not 
much hope because we want to avoid using perspective rendering in typical 2D 
apps?

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