Hi Skylark,

I managed to get Qt rendering above OSG in a HUD style. I have created a 
Delta3D example: 
http://www.delta3d.org/forum/viewtopic.php?showtopic=18707

The example does not really use any Delta3D functionality, so you should not 
have any problems understanding it. I had to disable buffer swapping of the OSG 
Qt window to get OSG and Qt to play together.
The example works pretty good with a simple OSG scene, but I had some problems 
when I did tried to draw something besides simple meshes. Specifically, I added 
a line geometry to the scene, and that caused the HUD to become heavily 
distorted. I guess OSG sets some GL states (transformations?) that conflict 
with Qt. 

Next I will try to render the Qt hud to a texture and use it as an overlay on 
the 3d scene, similar to the osgQt examples. I played around with the dtQt 
example and had pretty bad framerates when I rendered a simple calendar widget 
onto the HUD. I tried something similar with my example and also had huge 
framerate drops - the larger the Qt widget the lower the framerate. So I guess 
Qt simply has some performance issues.

I will have to analyse the performance implications of the render to texture 
approach. On the one hand the cost of copying textures from GPU to CPU and back 
- and on the other hand the clean separation of Qt and OSG threads.

BTW I tried rendering simple images onto the HUD. I managed 10 000 moving 
semi-transparent images with a stable 60 fps - so there is hope that this will 
rock.

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=27976#27976





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