On 2/12/26 23:34, Even Rouault via QGIS-Developer wrote:
Hi,
High level 3D engines are certainly something to consider as well, and
I have evaluated a couple of them. Overall my impression was that
those are generally massive pieces of software with lots of new
dependencies, that are generally not built for being embedded in
existing applications. (e.g. Godot, O3DE) I would be happy to hear any
recommendations for higher level 3D engines that would be easy to embed!
Not necessarily a recommendation, but there's also Ogre3D (https://
www.ogre3d.org/). In a project in a previous life (~15 years ago) we
used it for flight preview. If I remember well, there was no terrain
tile loader shipped with the engine, but we plugged one. We didn't have
lots of objects, a few OBJs, so not sure how that would behave with big
models. At the time we used it through a GTK integration, but there's
apparently a Qt one: https://ogrecave.github.io/ogre/api/latest/
class_ogre_bites_1_1_application_context_qt.html
Hi, you're right that 3D engines in a library form do exist, but sadly
as far as I know they are mostly rather old. Ogre3D, Irrlicht,
OpenSceneGraph are all products of the OpenGL 2 era, but nowadays our
targets should be Vulkan and Metal, with very different paradigms.
There is OGRE-Next and VulkanSceneGraph (which even has some GIS-esque
examples). I can't say right now how well they'd integrate with our
existing Qt-heavy codebase or how much of their code we'd use, though.
That's always a question when including a new C++ library.
Personally I think writing our own 3D view on top of a low-level API
like QRhi or WebGPU is preferable to using a library that's not a good
fit, but maybe there already exists one that would be a right for us, I
just haven't seen it yet.
David Koňařík
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