I tried that from looking at the QML lights example. It's possible I may have made a mistake with it. I'll try again. Thank you Oleg. On Jun 11, 2016 4:11 AM, "Oleg Evseev" <[email protected]> wrote:
> 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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