Create new entity with transform and light components, add this entity to the root entity to light the whole scene. One light with one transform.
Run the "lights" example and you'll understand the principle. Or you can "pack" several of such entities (with lights and theirs own transforms) into one entity (and add it to the root entity) with one transform to [strike]rule[/strike] transform them all simultaneously. It's up to you. I've not tested all of this, but this is how it works looking on examples. Regards, Oleg. 2016-06-11 14:01 GMT+03:00 Pierre Chicoine <[email protected]>: > With a point light, did you mean add a point light and transform to every > entity or to the root entity to light the whole scene with one transform? > > Thanks for the reply Oleg. > On Jun 11, 2016 3:52 AM, "Oleg Evseev" <[email protected]> wrote: > >> Do you mean point light? >> Example "lights" is not what are you looking for? >> >> This is in qml but obviously it is not so hard to write it in c++ just >> add components QTransform and QPointLight to the QEntity and it will work >> (I think). >> >> Regards, Oleg. >> >> 2016-06-11 13:43 GMT+03:00 Pierre Chicoine <[email protected]>: >> >>> Am I missing something simple. I can't seem to position a light in QT3D >>> Any ideas anyone? >>> >>> _______________________________________________ >>> Interest mailing list >>> [email protected] >>> http://lists.qt-project.org/mailman/listinfo/interest >>> >>> >>
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