Hi
do you know which backend you are using? RHI (default)? If so, could you try
the GL backend?
In either case, please create a bug report with, if possible, a small example
to reproduce the issue.
Mike
> On 4 May 2024, at 23:25, Andy wrote:
>
> I've been upgrading an old codebase from
> On 9 Mar 2023, at 22:00, Sean Murphy via Interest
> wrote:
>
> I'm trying out the Qt 3D classes for the first time and am in need of a
> couple pointers.
> At a high level, I have the following:
> - 1 view, 1 scene, 1 camera, and 1 QOrbitCameraController
> - in the scene, I create 7
please file a bug report
Mike
> On 8 Aug 2022, at 17:21, Nicholas Yue wrote:
>
> Hi Mike,
>
> I have now tried calling updateImplicitBounds() but it returns false
>
> Is that indicating some underlying issue elsewhere?
>
> ```
> Status changed: Qt3DRender::QSceneLoader::Loading
> Status
Hi Mike,
I have now tried calling updateImplicitBounds() but it returns false
Is that indicating some underlying issue elsewhere?
```
Status changed: Qt3DRender::QSceneLoader::Loading
Status changed: Qt3DRender::QSceneLoader::Ready
Entity: Qt3DCore::QEntity(0x7ffaac004660, name = untitled.obj)
Any insight ?
On Wed, 3 Aug 2022 at 15:44, Nicholas Yue wrote:
> I have the following code
>
> ```
> void SceneWalker::walkEntity(Qt3DCore::QEntity *e, int depth)
> {
> Qt3DCore::QNodeVector nodes = e->childNodes();
> for (int i = 0; i < nodes.count(); ++i) {
> Qt3DCore::QNode
I have the following code
```
void SceneWalker::walkEntity(Qt3DCore::QEntity *e, int depth)
{
Qt3DCore::QNodeVector nodes = e->childNodes();
for (int i = 0; i < nodes.count(); ++i) {
Qt3DCore::QNode *node = nodes[i];
Qt3DCore::QEntity *entity = qobject_cast(node);
Hi
once the scene is loaded (ie, the status is Ready, keeping in mind loading is
asynchronous), you can use
QSceneLoader::entity() to get a loaded entity by name, and then
QEntity::componentsOfType() to get the component.
Loaded entities are children of the entity that the QSceneLoader
Thank you Mike.
Follow up question:
Given a
```
Qt3DRender::QSceneLoader *sceneLoader;
```
How do we get at this QGeometryRenderer object to be able to call the
impliciteMinPoint (), impliciteMaxPoint () properties ?
Cheers
On Tue, 2 Aug 2022 at 05:56, Mike Krus wrote:
> Hi
>
> if you are
Hi
if you are using Qt6, then yes.
For a specific object, QGeometryRenderer derives from QBoundingVolume which has
impliciteMinPoint and impliciteMaxPoint properties.
If you’re interested in the bounding volume of a portion of the scene graph,
all a QBoundingVolume component at the root and
Am 20.06.22 um 10:08 schrieb Mike Krus:
Hi
On 20 Jun 2022, at 08:37, Yves Maurischat wrote:
Hi all,
I've got a C++/QWidgets application with 2 Qt3DWindow embedded. The 3D windows
can be hidden (i.e. the user switches to another view), while work is done in
other parts of the
Hi
> On 20 Jun 2022, at 08:37, Yves Maurischat
> wrote:
>
> Hi all,
>
> I've got a C++/QWidgets application with 2 Qt3DWindow embedded. The 3D
> windows can be hidden (i.e. the user switches to another view), while work is
> done in other parts of the application. Whenever the user switches
On Mon, Mar 22, 2021 at 10:55 AM Alex john wrote:
> Transform {
> id: trefoilMeshTransform
> translation:Qt.vector3d(Qt.vector2D(100, 100)).unproject(
> modelView ,mainCam.projectionMatrix, forwardRenderer.viewportRect)
> property real theta: 0.0
> property
On Mon, Mar 22, 2021 at 10:55 AM Alex john wrote:
>
> On Thu, Mar 18, 2021 at 5:22 AM Walter Rawdanik wrote:
> >
> > You can’t convert 2d coordinates to a 3d position because you are missing
> > the z coordinate.
>
> I can have a dummy z value as 1 for the calculation. The problem is
> similar
On Thu, Mar 18, 2021 at 5:22 AM Walter Rawdanik wrote:
>
> You can’t convert 2d coordinates to a 3d position because you are missing the
> z coordinate.
I can have a dummy z value as 1 for the calculation. The problem is
similar as described here
You can’t convert 2d coordinates to a 3d position because you are missing the z
coordinate. It is similar problem like with picking objects in a 3D scene - you
can unproject a 2d screen coordinate to a vector/ray in your 3d scene and then
do a ray casting to see what you hit but that’s about
I did the following changes to the wireframe example (Trefoilknot.qml file
translation property of transform) but still unable to get the modelView
Matrix, and also not sure whether the following changes to translation are
right If anyone can confirm and let me know
property var mainCam // got
> Going the other way round (back-projection) can be done by e.g.
> QVector3D::unproject()
Thanks, as I'm referring the the wireframe example I was able to get
the camera projection matrix from Camera Qml. However, I'm unsure how
to get the ModelView matrix and the viewport.
As I have loaded
The 3D coordinates are *world coordinates*, and their units is whatever you
like, e.g. you can have a cube of size 0.1, 1, or 100, and with appropriate
camera settings, it will appear the same onto the window/device.
2D *window coordinates* are another thing.
For going to world coords to window
I actually succeeded in implementing a Qt3D widget.
It can be found here: https://github.com/florianblume/qt3d-widget.
Unfortunately, I had to use Qt3D's internal classes so it kind of feels
a bit unstable because it might break with certain Qt versions.
I would have liked to leave all
Hey,
thanks for your quick answer!
I actually had the version you described first running. I obtained the
rendered image using QRenderCapture and then displayed it on the quad.
I also already had the second idea that you described but thought it
should be possible to obtain the texture from
Hi
Qt 3D source code has an example of how to use render capture in the manual
tests.
However this is probably not the right way to do it as 1/ it would require
another FBO on top of the one QOpenGLWidget uses already; 2/ it transfers the
image to the CPU which is not needed here.
Think the
Gesendet: Donnerstag, 4. Juni 2020 04:57
An: Esch Lorenz TU Ilmenau ; interest@qt-project.org
Betreff: Re: [Interest] Qt3D - Deploying renderer plugins introduced in Qt 5.15
Hi,
>From what I can see the macdeployqt and windeployqt scripts weren't updated to
>deploy the renderers plugin.
Hop
Hi,
From what I can see the macdeployqt and windeployqt scripts weren't
updated to deploy the renderers plugin.
Hopefully these patches would fix that:
https://codereview.qt-project.org/c/qt/qttools/+/302945/1
https://codereview.qt-project.org/c/qt/qttools/+/302946/1
Paul
On 5/28/20 6:41
Thanks to all for the interesting C++ Qt3D links! I long wanted to play
with Qt3D in C++. RHI supporting all major 3D APIs makes it really
attractive.
Christoph Feck
___
Interest mailing list
Interest@qt-project.org
For anyone interested in more code examples, I've written some rendering
tools using Qt3D in C++.
https://github.com/unclejimbo/Klein
Hope this helps.
Nyall Dawson 于2020年4月15日周三 下午12:45写道:
> On Wed, 15 Apr 2020 at 01:51, Charles Martin wrote:
>
> > - Where can I find more examples,
On Wed, 15 Apr 2020 at 01:51, Charles Martin wrote:
> - Where can I find more examples, tutorials and introductory information?
> There are only two C++ examples on the Qt website, and both of these are very
> simple. The Qt docs are very limited and incomplete.
There's some good ones here:
Hi,
Qt3D performance on Android was my concern a year ago too:
https://bugreports.qt.io/browse/QTBUG-72808 (see also
https://bugreports.qt.io/browse/QTBUG-73057)
especially when Scene3D with multi sampling is used.
Using OnDemand policy improve performance (but almost in stale scenes),
take a
Hi Charlie
> On 14 Apr 2020, at 16:51, Charles Martin wrote:
>
> I’ve been migrating a C++ Coin/Quarter project to Qt3D.
Fun. A long time since I used Coin3d. Keep meaning to port it’s scxml based
camera controller and the manipulators to qt3d.
> I’m doing this on a newer iMac/Catalina. The
Cool, thanks!
On Sat, Apr 11, 2020 at 9:00 PM Esch Lorenz TU Ilmenau <
lorenz.e...@tu-ilmenau.de> wrote:
> Hi,
>
>
>
> QPointLight inherits from QAbstractLight, which offers setIntensitiy().
> See https://doc.qt.io/qt-5/qt3drender-qabstractlight.html#intensity-prop.
> Hope this helps.
>
>
>
>
Hi,
QPointLight inherits from QAbstractLight, which offers setIntensitiy(). See
https://doc.qt.io/qt-5/qt3drender-qabstractlight.html#intensity-prop. Hope this
helps.
Cheers,
Lorenz
Von: Interest Im Auftrag von Megidd Git
Gesendet: Samstag, 11. April 2020 11:30
An: interest@qt-project.org
Hi Léo,
On 2/25/20 3:15 PM, Léo Adam wrote:
Hi,
I am new to Qt3D and there's a few things I was wondering how to achieve:
- I need to read and write an opengl texture from C++.
For example, I am rendering a scene into a texture during a first
render pass, and then performing some postprocess
Hi
transform feedback is currently not supported by Qt3D’s API. It’s an
interesting idea though, was wondering quite recently what the API may look
like, there’s lots of things to setup to control which data should be captured
and where it should go.
Depending on what you’re doing, you may be
On Sat, Feb 8, 2020 at 6:07 AM Thiago Macieira
wrote:
>
> On Friday, 7 February 2020 05:52:37 PST Volker Enderlein wrote:
> > Program: C:\Qt\5.14.1\msvc2017_64\bin\Qt5Cored.dll
> > Module: 5.14.1
> > File: aspects\qabstractaspect.cpp
> > Line: 213
> >
> > ASSERT: "metaObj" in file
On Friday, 7 February 2020 05:52:37 PST Volker Enderlein wrote:
> Program: C:\Qt\5.14.1\msvc2017_64\bin\Qt5Cored.dll
> Module: 5.14.1
> File: aspects\qabstractaspect.cpp
> Line: 213
>
> ASSERT: "metaObj" in file aspects\qabstractaspect.cpp, line 213
MSVC 2017 has serious bug in static
Hi
I can’t say I’ve across such an error before. Can you get a call stack? If you
set a conditional break point at the assert (based on metaObj being null) then
it might provide some insight?
Feel free to report it as a bug,
Mike
> On 7 Feb 2020, at 13:52, Volker Enderlein
> wrote:
>
>
I think I found internal Qt3D Entity instances that Paul mentioned -
DistanceFieldTextRenderer.
Still have confusion why they are not listed in childNode?
Anyway using recursive property introduced in Qt 5.10 looks like the only
adequate way to use QLayer on QText2DEntity
Got it!
Check it in Qt 5.14, recursive property helps, but why? I'm confused,
walkEntity explicitly specifies there are no children Entities (and Nodes
either than QTransform).
(also there was issues with font size and QText2DEntity size, I don't feel
the scales of it yet)
пн, 18 нояб. 2019 г.
Hi Paul,
Thank for the feedback!
Lack of recursive QLayer is the first think I thought of. That's why there
is walkEntity function in test example, and it says that there is only one
entity - QText2DEntity :
Entity: Qt3DExtras::QText2DEntity(0x33a3d4e0) Components:
Hi Oleg,
From what I can see in the code, QText2DEntity doesn't draw anything,
but it instead instantiates internal Qt3D Entity instances to do the
drawing.
Therefore if you set the QLayer on QText2DEntity, it won't be set on the
internal entities and won't draw.
One option might be to set the
Scratch that, forgot to set the item size to fill the window. Changing that
fixes it in the standalone example.
From: Interest on behalf of Gil H
Date: Thursday, August 8, 2019 at 11:18 AM
To: Qt Interest
Subject: Re: [Interest] Qt3D Multiple color targets not working
Hi guys, I
with QRenderTarget nodes in the frame
graph. It is “illegal” to have this kind of graph with Scene3D?
Thanks!
Gil
From: Interest on behalf of Gil H
Date: Wednesday, August 7, 2019 at 9:46 AM
To: Qt Interest
Subject: Re: [Interest] Qt3D Multiple color targets not working
to color0.
From: Interest on behalf of Sean Harmer
Date: Wednesday, August 7, 2019 at 4:40 AM
To: Qt Interest
Subject: Re: [Interest] Qt3D Multiple color targets not working
Hi Gil,
With an FBO with multiple textures attached each texture will still have the
same pixels rasterised. You
From: Paul Lemire
Date: Monday, August 5, 2019 at 2:36 AM
To: Gil H , Qt Interest
Subject: Re: [Interest] Qt3D Multiple color targets not working
Hi Gil,
I'm pretty sure that's because you are using the PhongMaterial which only
writes to Depth and Color0. You'd need to have your own
Hi Gil,
With an FBO with multiple textures attached each texture will still have
the same pixels rasterised. You can't draw different cameras and scenes
into each texture at the same time. Well something like that can be done
with some advanced use of the geometry shader but I don't think
>
>
>
>
> *From: *Paul Lemire
> *Date: *Monday, August 5, 2019 at 2:36 AM
> *To: *Gil H , Qt Interest
> *Subject: *Re: [Interest] Qt3D Multiple color targets not working
>
>
>
> Hi Gil,
>
> I'm pretty sure that's because you are using the PhongMa
… is anything needed
on that side of things?
Gil
From: Paul Lemire
Date: Monday, August 5, 2019 at 2:36 AM
To: Gil H , Qt Interest
Subject: Re: [Interest] Qt3D Multiple color targets not working
Hi Gil,
I'm pretty sure that's because you are using the PhongMaterial which only
writes
Hi Gil,
I'm pretty sure that's because you are using the PhongMaterial which
only writes to Depth and Color0. You'd need to have your own material
which writes to 3 different outputs to properly populate the 3 color
attachments.
Paul
On 8/1/19 7:42 PM, Gil H wrote:
>
> Hello everyone, I’m sure
: Paul Lemire
Sent: Tuesday, 11 June, 2019 16:25
To: Grimm, Raphael (IAR) ; interest@qt-project.org
Subject: Re: [Interest] [Qt3D] Render depth images
Hi Raphael,
What you want is to do your rendering in 2 steps:
- Render your scene into a RenderTarget (with 2 attachments/textures, one
Hi Raphael,
What you want is to do your rendering in 2 steps:
- Render your scene into a RenderTarget (with 2 attachments/textures,
one for color, one for depth)
- Render a full screen quad on which you display the depth texture.
We have some manual test in the Qt 3D sources that should show
If you can use Qt 5.13, ComputeCommand has a runType
property(Continuous/Manual) and a trigger function which you can use for
one shot compute calls.
https://doc-snapshots.qt.io/qt5-5.13/qt3drender-qcomputecommand.html
Another option would be to set the enabled property of your
DispatchCompute
Hi Mike,
thanks a lot for your valuable clarifications. When talking about the
main area you mean the area where the three cameras overlap (two
orthographic and one perspective)? I always get three hitsChanged
signals emitted in this area, no matter where I click onto.
I see if I can put up
Thank you for your quick reponses.
On Tue, Mar 26, 2019, 09:53 Sean Harmer via Interest <
interest@qt-project.org> wrote:
> Hi,
>
> We're working on complete glTF 2 support in Kuesa which is built on top of
> Qt 3D here:
>
> https://github.com/KDAB/kuesa
>
> Binary support is one of the next
Hi,
We're working on complete glTF 2 support in Kuesa which is built on top
of Qt 3D here:
https://github.com/KDAB/kuesa
Binary support is one of the next things on the backlog. Other missing
features at present are morph target animations and multiple texture
coordinate sets. These are
Hi,
I don't know about *.gl, but maybe you will be able to find related
information in glTF 2.0 support discussion
https://bugreports.qt.io/browse/QTBUG-61258 if you haven't seen it yet.
вт, 26 мар. 2019 г. в 01:30, Marcin Musial :
> Hi,
>
> Are there any plans for 5.13 to support loading also
Thanks Mike and Sean for your valuable input. It helps me to shape my
solution.
Cheers, Volker
Am 06.02.2019 um 09:56 schrieb Mike Krus:
Hi
you should be able to control that using a QLineWidth render state. And yes,
that would require custom material or frame graph.
The raycasting-qml
Hi
you should be able to control that using a QLineWidth render state. And yes,
that would require custom material or frame graph.
The raycasting-qml manual test that ships with Qt3D shows an example of
creating a simple flat shading material for lines, would be easy to add line
width
Hi
you should be able to control that using a QLineWidth render state. And yes,
that would require custom material or frame graph.
The raycasting-qml manual test that ships with Qt3D shows an example of
creating a simple flat shading material for lines, would be easy to add line
width
Hi,
At present I think using a material per entity is the easiest way to
achieve this. Make an effect that you can share between all your
wireframe material instances and then "override" the line width in the
state set. I think that should work.
Cheers,
Sean
On 06/02/2019 08:20, Volker
Hi
it’s mostly an oversight. The current calculations are only valid for
perspective projection but it would possible to add separate code path for
orthogonal projection. Not sure about the generalised project matrix…
Please file a JIRA ticket if it’s something you’re interested in.
Of
Hi
any chance you could try a more recent version? Lots of fixes since then…
Mike
> On 9 Jan 2019, at 10:59, Volker Enderlein
> wrote:
>
> Hi,
>
>
>
> I am facing some rendering issues with custom effects in Qt3d. To mark some
> of the entities selected I replace the existing material
I've tested another tablet, made test app and summarized all results I
have in bug report:
https://bugreports.qt.io/browse/QTBUG-72808
---
With regards, Oleg.
___
Interest mailing list
Interest@qt-project.org
Then I would stay with the first solution I proposed, it will be more
flexible in your case: regular text2dentity with custom frame graph
branch and custom camera.
There is just one thing to be aware about the text2dentity, the entity
doesn't do the rendering itself: it contains another
Hi Oleg,
Could you specify the screen resolutions of your phones as well please?
(I suspect they are lower than the tablet)
From what you are describing (moving further/nearer/multisampling) it
seems you are having fragment shader performance limitations.
You didn't specify what the benchmarks
The number of Text2D elements is not known in advance and may differ.
It's a simulation environment, where some textual information is added
to a fairly high number of elements.
To avoid the data management for different kinds of entities my first
idea was to create a specialized Text2d entity
You're welcome.
I will most probably have to implement the same feature in a near future
for the project I'm currently working on.
If making the custom camera is too much complex, there is a more basic
way but involving more data management (depending on how much 2d text
entities you have
Hi David,
thanks for the answer. I wasn't thinking of that, as my knowledge about
framegraphs is very limited. But this helps me further.
Cheers Volker
Am 18.12.2018 um 14:53 schrieb david crémoux:
Hello Volker,
I guess you can achieve it with regular QText2DEntity, with a specific
frame
I don't know anything about Qt3D, but in 3D parlance, they are called "sprites"
https://www.kdab.com/new-in-qt-5-10-texture-based-animations-in-qt-3d/
https://doc.qt.io/qt-5.11/qt3dextras-qspritesheet.html
> Sent: Tuesday, December 18, 2018 at 6:37 AM
> From: "Volker Enderlein"
> To:
If you rendering in QtQuick you can use a Text{} item and project it's
position into screen space.
On Tue, Dec 18, 2018 at 10:46 AM Volker Enderlein <
volker.enderl...@ifm-chemnitz.de> wrote:
> Hi Oleg,
>
> thank you so much for your comment. I saw your entry in the bug tracker
> and therefore I
Hi Oleg,
thank you so much for your comment. I saw your entry in the bug tracker
and therefore I tried to go the way with the custom material.
Unfortunately I cannot access the underlying material definition of the
utility classes that are used to render the text in Text2DEntity. As
they are
Hello Volker,
I guess you can achieve it with regular QText2DEntity, with a specific
frame graph branch in your rendering for your 2d text, a layer filter
and a custom camera (based on your main camera).
david
On 18-Dec-18 14:37, Volker Enderlein wrote:
Hi all,
when building a rather
Hi Volker,
Yes, you have to add custom material because Qt3DRender::QShaderProgram s
of default materials are inside private class, so you can't change shaders'
code source.
Take a look at https://codereview.qt-project.org/#/c/182053/ (that was for
including in qt 3d, but you could easily use it
Yea, it would be really useful to have more add/remove signals. I think
having a way to see if QNode are added/removed to another QNode. There's
currently no way to see if the QNode tree has been modified structurally at
the moment. Aspects can see these changes, via QSceneChanges, but other
that
Hi,
Have you looked into using the signals:
void QComponent::addedToEntity(QEntity *entity);
void QComponent::removedFromEntity(QEntity *entity);
That would be up to you to write a table you would update based on these
signals to keep track of which entities reference which components.
> On 11 Nov 2018, at 15:56, Pierre Chicoine wrote:
>
> Is anyone working on getting Qt3d working on Webassembly, and, if so, any
> idea of when it will be applied?
> ___
Hi,
Qt3d makes good use of threads, which is not yet supported by Qt for
Why then QMesh can import the geometry data even if it is 1GB file ?
Thank you.
On Tue, Oct 16, 2018 at 5:53 PM Olivier B. <
perso.olivier.barthel...@gmail.com> wrote:
> Assimp 4.1, integrated in qt 5.11.1, already added stream reading of
> obj files, and is the most recent version. You will
sadly the app for 3D printing, which they use obj and stl formats the most.
Thanks.
On Tue, Oct 16, 2018 at 8:07 PM Giuseppe D'Angelo via Interest <
interest@qt-project.org> wrote:
> Il 16/10/18 16:26, Saif Suleiman ha scritto:
> > Hi,
> > As the title says, i can not import a *500MB* obj file
Il 16/10/18 16:26, Saif Suleiman ha scritto:
Hi,
As the title says, i can not import a *500MB* obj file *( 6 million
vertices and 11 million faces )* using QSceneloader.
I know it's not a solution, but... ditching .obj for such a use case?
You really want a real 3D format for these sizes
Assimp 4.1, integrated in qt 5.11.1, already added stream reading of
obj files, and is the most recent version. You will have to raise an
issue to assimp IMO, then if it can be improved, rebuild qt with that
new assimp version
Le mar. 16 oct. 2018 à 16:26, Saif Suleiman a écrit :
>
> Hi,
> As the
The worlds best article on the subject:
https://mayaposch.wordpress.com/2011/11/01/how-to-really-truly-use-qthreads-the-full-explanation/
Sent from my iPad
On Oct 10, 2018, at 2:11 PM, Jérôme Godbout
mailto:godbo...@amotus.ca>> wrote:
Make sure to check how QObject are related to a QThread.
Make sure to check how QObject are related to a QThread. Each QObject
belong to a single QThread and cannot be used into other thread. If you
need the object into another thread to do processing or signal/slot, you
will need the QObject::moveToThread() function on each object first.
You might
On Mon, Sep 3, 2018 at 9:25 AM Paul Lemire wrote:
> Glad to hear that, hopefully things are starting to make more sense now.
>
Getting there - thank you!
On 09/03/2018 02:54 PM, Andy wrote:
>
> Progress! Here's my current framegraph:
>
> [snip]
>
> Question:
>
>1) I am using an RGBAFormat
Glad to hear that, hopefully things are starting to make more sense now.
On 09/03/2018 02:54 PM, Andy wrote:
> Progress! Here's my current framegraph:
>
> RenderSurfaceSelector:
> Viewport:
> ClearBuffers:
> buffers: ColorDepthBuffer
> clearColor: "#EEfaebd7"
> NoDraw: {}
Progress! Here's my current framegraph:
RenderSurfaceSelector:
Viewport:
ClearBuffers:
buffers: ColorDepthBuffer
clearColor: "#EEfaebd7"
NoDraw: {}
FrustumCulling:
# OnScreen
CameraSelector:
objectName: onScreenCameraSelector
RenderCapture:
Can we please quit quoting massive chunks of messages which exceed
the "digest" trigger size so each message comes out as a new digest?
--
Roland Hughes, President
Logikal Solutions
(630) 205-1593
http://www.theminimumyouneedtoknow.com
http://www.infiniteexposure.net
On Fri, Aug 31, 2018 at 10:30 AM Paul Lemire wrote:
> Hi Andy,
> Some ideas below :)
>
Thanks a lot Paul - answers inline.
> On 08/31/2018 02:03 PM, Andy wrote:
>
> The contours/silhouetting proved a bit of a leap right now so I backed off
> to look at the offscreen side of it.
>
> I removed
Hi Andy,
Some ideas below :)
On 08/31/2018 02:03 PM, Andy wrote:
> The contours/silhouetting proved a bit of a leap right now so I backed
> off to look at the offscreen side of it.
>
> I removed the depth pass and am just trying to get a simple frame
> graph working for on-and-off screen
The contours/silhouetting proved a bit of a leap right now so I backed off
to look at the offscreen side of it.
I removed the depth pass and am just trying to get a simple frame graph
working for on-and-off screen capture.
I have the following frame graph (in YAML, but it should be clear):
On 27/08/2018 11:18, Volker Enderlein wrote:
Am 27/08/2018 um 11:31 schrieb Sean Harmer:
On 27/08/2018 07:31, Volker Enderlein wrote:
Hi,
does the Qt3D GeometryRenderer class support TriangleStrip
primitives with restartIndexValue separated Strips?
Yes. Set the primitiveType property to
Am 27/08/2018 um 11:31 schrieb Sean Harmer:
On 27/08/2018 07:31, Volker Enderlein wrote:
Hi,
does the Qt3D GeometryRenderer class support TriangleStrip primitives
with restartIndexValue separated Strips?
Yes. Set the primitiveType property to LineStrip and you can specify
the restart
On 27/08/2018 07:31, Volker Enderlein wrote:
Hi,
does the Qt3D GeometryRenderer class support TriangleStrip primitives
with restartIndexValue separated Strips?
Yes. Set the primitiveType property to LineStrip and you can specify the
restart index value with
Paul:
Thank you very much for the detailed responses!
This has given me a lot more to work on/understand.
The ClearBuffers part was very useful for understanding what's actually
happening. This would be good info to drop into the QClearBuffers docs.
I guess I now have to dive into render
On 08/21/2018 01:54 PM, Andy wrote:
> Thank you so much Paul!
>
> That gives me something to start working on/pick apart. I see now how
> onscreen vs. offscreen works and can concentrate on getting the
> onscreen working the way I want first since they are very similar.
>
> 1) "I assume you want
Thank you so much Paul!
That gives me something to start working on/pick apart. I see now how
onscreen vs. offscreen works and can concentrate on getting the onscreen
working the way I want first since they are very similar.
1) "I assume you want to fill the depth buffer with a simple shader
Hi Andy,
Please see my reply below
On 08/15/2018 02:59 PM, Andy wrote:
> I've been struggling with framegraphs for a very long time now and
> still don't feel like I understand their structure - what goes where
> or what kind of nodes can be attached to what. I can throw a bunch of
> things
My bad. Windows Deployment nothing to do with my issue. In fact this was in
release mode even in qt creator due to my mistake with #ifdef QT_DEBUG and
not adding entities to QLayerFilter %)
Sorry for bothering.
2018-08-13 20:08 GMT+03:00 Oleg Evseev :
> Build app without models and its size
Build app without models and its size reduced by size of models. So they
are the part of exe as other resources, right? But not displayed :(
2018-08-13 19:46 GMT+03:00 Oleg Evseev :
> Hello!
>
> Trying to deploy windows desktop application with qt3d. Application runs
> but sceneloaders don't
On Thu, Aug 9, 2018 at 5:38 PM Oleg Evseev wrote:
> Hi,
>
> I wonder why FirstPersonCameraController now in qt 5.11.1 by arrow up-down
> keys moves camera up and down instead of moving forward like in games (like
> first person view should), and as it is in 5.9.5?
>
The key bindings for the
I filed a bug report:
https://bugreports.qt.io/browse/QTBUG-69802
I couldn't figure out how to turn it off through the public API, but I did
come up with a fragile hack to turn it off.
In your inherited camera controller (or, subclass one of the existing ones):
// Find and delete the escape
Mike, thanks.
Yes you are right. This is z-conflict.
This model is rendered fine, without flickering in another project with
disabled fragment depth writes to depth buffer.
How can I increase precision of z-buffer in qt 3d?
2018-07-29 21:28 GMT+03:00 Mike Krus :
> Hi
>
> hard to say from the
Hi
hard to say from the short video, but it looks like you may have z fighting
going on, two coinciding meshes and the lack on precision causing this
flickering…
Mike
> On 29 Jul 2018, at 14:58, Oleg Evseev wrote:
>
> Hi all,
>
> When I load big models with help QSceneLoader in assimp-cpp
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