Re: [Interest] {Qt3D} Problem with the look of QDiffuseSpecularMaterial moving from Qt5 to Qt6

2024-05-07 Thread Mike Krus via Interest
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

Re: [Interest] Qt3D Fit in view

2023-03-10 Thread Mike Krus via Interest
> 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

Re: [Interest] Qt3D : QSceneLoader - determining scene level geometry bounding box

2022-08-08 Thread Mike Krus via Interest
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

Re: [Interest] Qt3D : QSceneLoader - determining scene level geometry bounding box

2022-08-08 Thread Nicholas Yue
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)

Re: [Interest] Qt3D : QSceneLoader - determining scene level geometry bounding box

2022-08-05 Thread Nicholas Yue
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

Re: [Interest] Qt3D : QSceneLoader - determining scene level geometry bounding box

2022-08-03 Thread Nicholas Yue
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);

Re: [Interest] Qt3D : QSceneLoader - determining scene level geometry bounding box

2022-08-03 Thread Mike Krus via Interest
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

Re: [Interest] Qt3D : QSceneLoader - determining scene level geometry bounding box

2022-08-02 Thread Nicholas Yue
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

Re: [Interest] Qt3D : QSceneLoader - determining scene level geometry bounding box

2022-08-02 Thread Mike Krus via Interest
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

Re: [Interest] Qt3D/C++: How to disable rendering while makeing changes to the the Scenegraph

2022-06-20 Thread Yves Maurischat
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

Re: [Interest] Qt3D/C++: How to disable rendering while makeing changes to the the Scenegraph

2022-06-20 Thread Mike Krus via Interest
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

Re: [Interest] [Qt3d] Rendering 3D object with 2D coordinates

2021-03-25 Thread Alex john
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

Re: [Interest] [Qt3d] Rendering 3D object with 2D coordinates

2021-03-24 Thread Alex john
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

Re: [Interest] [Qt3d] Rendering 3D object with 2D coordinates

2021-03-21 Thread Alex john
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

Re: [Interest] [Qt3d] Rendering 3D object with 2D coordinates

2021-03-17 Thread Walter Rawdanik
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

Re: [Interest] [Qt3d] Rendering 3D object with 2D coordinates

2021-03-16 Thread Alex john
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

Re: [Interest] [Qt3d] Rendering 3D object with 2D coordinates

2021-03-15 Thread Alex john
> 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

Re: [Interest] [Qt3d] Rendering 3D object with 2D coordinates

2021-03-15 Thread Federico Ferri
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

Re: [Interest] Qt3D widget

2020-09-04 Thread Florian Blume
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

Re: [Interest] Qt3D widget

2020-09-02 Thread Florian Blume
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

Re: [Interest] Qt3D widget

2020-09-01 Thread Mike Krus via Interest
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

Re: [Interest] Qt3D - Deploying renderer plugins introduced in Qt 5.15

2020-06-04 Thread Esch Lorenz TU Ilmenau
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

Re: [Interest] Qt3D - Deploying renderer plugins introduced in Qt 5.15

2020-06-04 Thread Paul Lemire via Interest
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

Re: [Interest] Qt3D performance, and development resources

2020-04-17 Thread Christoph Feck
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

Re: [Interest] Qt3D performance, and development resources

2020-04-16 Thread 王少东
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,

Re: [Interest] Qt3D performance, and development resources

2020-04-14 Thread Nyall Dawson
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:

Re: [Interest] Qt3D performance, and development resources

2020-04-14 Thread Oleg Evseev
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

Re: [Interest] Qt3D performance, and development resources

2020-04-14 Thread Mike Krus via Interest
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

Re: [Interest] Qt3D point light intesity

2020-04-11 Thread Megidd Git
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. > > > >

Re: [Interest] Qt3D point light intesity

2020-04-11 Thread Esch Lorenz TU Ilmenau
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

Re: [Interest] [Qt3D] Get OpenGL texture data / Send preprocessor instructions to shaders

2020-02-25 Thread Paul Lemire via Interest
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

Re: [Interest] [Qt3D] Transform feedback

2020-02-22 Thread Mike Krus via Interest
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

Re: [Interest] [Qt3D] Assertion in QAbstractAspect when inserting entity from plugin DLL

2020-02-09 Thread coroberti .
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

Re: [Interest] [Qt3D] Assertion in QAbstractAspect when inserting entity from plugin DLL

2020-02-07 Thread Thiago Macieira
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

Re: [Interest] [Qt3D] Assertion in QAbstractAspect when inserting entity from plugin DLL

2020-02-07 Thread Mike Krus via Interest
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: > >

Re: [Interest] [Qt3D] QText2DEntity not appears if QLayerFilter is used

2019-11-18 Thread Oleg Evseev
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

Re: [Interest] [Qt3D] QText2DEntity not appears if QLayerFilter is used

2019-11-17 Thread Oleg Evseev
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.

Re: [Interest] [Qt3D] QText2DEntity not appears if QLayerFilter is used

2019-11-17 Thread Oleg Evseev
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:

Re: [Interest] [Qt3D] QText2DEntity not appears if QLayerFilter is used

2019-11-17 Thread Paul Lemire via Interest
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

Re: [Interest] Qt3D Multiple color targets not working

2019-08-09 Thread Gil H
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

Re: [Interest] Qt3D Multiple color targets not working

2019-08-08 Thread Gil H
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

Re: [Interest] Qt3D Multiple color targets not working

2019-08-07 Thread Gil H
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

Re: [Interest] Qt3D Multiple color targets not working

2019-08-07 Thread Gil H
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

Re: [Interest] Qt3D Multiple color targets not working

2019-08-07 Thread Sean Harmer
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

Re: [Interest] Qt3D Multiple color targets not working

2019-08-07 Thread Paul Lemire via Interest
>   > >   > > *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

Re: [Interest] Qt3D Multiple color targets not working

2019-08-06 Thread Gil H
… 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

Re: [Interest] Qt3D Multiple color targets not working

2019-08-05 Thread Paul Lemire via Interest
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

Re: [Interest] [Qt3D] Render depth images

2019-06-19 Thread Grimm, Raphael (IAR)
: 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

Re: [Interest] [Qt3D] Render depth images

2019-06-11 Thread Paul Lemire via Interest
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

Re: [Interest] Qt3D: One-shot compute shader

2019-06-02 Thread Paul Lemire via Interest
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

Re: [Interest] [Qt3D] What are active render targets for a ScreenRayCaster?

2019-03-28 Thread Volker Enderlein
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

Re: [Interest] Qt3D: Support for loading binary glTF 2.0 files (*.glb)

2019-03-26 Thread Marcin Musial
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

Re: [Interest] Qt3D: Support for loading binary glTF 2.0 files (*.glb)

2019-03-26 Thread Sean Harmer via Interest
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

Re: [Interest] Qt3D: Support for loading binary glTF 2.0 files (*.glb)

2019-03-26 Thread Oleg Evseev
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

Re: [Interest] Qt3D setting LineWidth per GeometryRenderer/Entity

2019-02-06 Thread Volker Enderlein
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

Re: [Interest] Qt3D setting LineWidth per GeometryRenderer/Entity

2019-02-06 Thread Mike Krus via Interest
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

Re: [Interest] Qt3D setting LineWidth per GeometryRenderer/Entity

2019-02-06 Thread Mike Krus via Interest
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

Re: [Interest] Qt3D setting LineWidth per GeometryRenderer/Entity

2019-02-06 Thread Sean Harmer
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

Re: [Interest] Qt3D viewAll/viewEntity

2019-02-06 Thread Mike Krus via Interest
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

Re: [Interest] Qt3D: Rendering issues with custom effects

2019-01-09 Thread Mike Krus via Interest
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

Re: [Interest] [Qt3D][Android] Weird different performance on almost same class GPUs

2019-01-01 Thread Oleg Evseev
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

Re: [Interest] Qt3D How to draw 2D-Text always facing the Camera

2018-12-19 Thread david crémoux
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

Re: [Interest] [Qt3D][Android] Weird different performance on almost same class GPUs

2018-12-19 Thread Paul Lemire via Interest
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

Re: [Interest] Qt3D How to draw 2D-Text always facing the Camera

2018-12-19 Thread Volker Enderlein
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

Re: [Interest] Qt3D How to draw 2D-Text always facing the Camera

2018-12-18 Thread david crémoux
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

Re: [Interest] Qt3D How to draw 2D-Text always facing the Camera

2018-12-18 Thread Volker Enderlein
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

Re: [Interest] Qt3D How to draw 2D-Text always facing the Camera

2018-12-18 Thread Jason H
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:

Re: [Interest] Qt3D How to draw 2D-Text always facing the Camera

2018-12-18 Thread Philip Schuchardt
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

Re: [Interest] Qt3D How to draw 2D-Text always facing the Camera

2018-12-18 Thread Volker Enderlein
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

Re: [Interest] Qt3D How to draw 2D-Text always facing the Camera

2018-12-18 Thread david crémoux
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

Re: [Interest] Qt3D How to draw 2D-Text always facing the Camera

2018-12-18 Thread Oleg Evseev
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

Re: [Interest] Qt3D QAbstractItemModel to watch QEntity's

2018-11-13 Thread Philip Schuchardt
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

Re: [Interest] Qt3D QAbstractItemModel to watch QEntity's

2018-11-13 Thread Paul Lemire via Interest
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.

Re: [Interest] Qt3d and Webassembly

2018-11-13 Thread Morten Sørvig
> 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

Re: [Interest] [Qt3D] Assimp OBJ importer can not import a file with 500MB size

2018-10-16 Thread Saif Suleiman
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

Re: [Interest] [Qt3D] Assimp OBJ importer can not import a file with 500MB size

2018-10-16 Thread Saif Suleiman
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

Re: [Interest] [Qt3D] Assimp OBJ importer can not import a file with 500MB size

2018-10-16 Thread Giuseppe D'Angelo via Interest
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

Re: [Interest] [Qt3D] Assimp OBJ importer can not import a file with 500MB size

2018-10-16 Thread Olivier B.
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

Re: [Interest] [Qt3d] QSceneLoader in Thread

2018-10-10 Thread Andrew Ialacci
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.

Re: [Interest] [Qt3d] QSceneLoader in Thread

2018-10-10 Thread Jérôme Godbout
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

Re: [Interest] Qt3D Framegraphs

2018-09-04 Thread Andy
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

Re: [Interest] Qt3D Framegraphs

2018-09-03 Thread Paul Lemire via Interest
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: {}

Re: [Interest] Qt3D Framegraphs

2018-09-03 Thread Andy
Progress! Here's my current framegraph: RenderSurfaceSelector: Viewport: ClearBuffers: buffers: ColorDepthBuffer clearColor: "#EEfaebd7" NoDraw: {} FrustumCulling: # OnScreen CameraSelector: objectName: onScreenCameraSelector RenderCapture:

Re: [Interest] Qt3D Framegraphs

2018-08-31 Thread Roland Hughes
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

Re: [Interest] Qt3D Framegraphs

2018-08-31 Thread Andy
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

Re: [Interest] Qt3D Framegraphs

2018-08-31 Thread Paul Lemire via Interest
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

Re: [Interest] Qt3D Framegraphs

2018-08-31 Thread Andy
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):

Re: [Interest] Qt3D GeometryRenderer TriangleStrip

2018-08-27 Thread Sean Harmer
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

Re: [Interest] Qt3D GeometryRenderer TriangleStrip

2018-08-27 Thread Volker Enderlein
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

Re: [Interest] Qt3D GeometryRenderer TriangleStrip

2018-08-27 Thread 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 index value with

Re: [Interest] Qt3D Framegraphs

2018-08-24 Thread Andy
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

Re: [Interest] Qt3D Framegraphs

2018-08-21 Thread Paul Lemire via Interest
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

Re: [Interest] Qt3D Framegraphs

2018-08-21 Thread Andy
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

Re: [Interest] Qt3D Framegraphs

2018-08-19 Thread Paul Lemire via Interest
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

Re: [Interest] [Qt3D] Windows Deployment. Path to models?

2018-08-13 Thread Oleg Evseev
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

Re: [Interest] [Qt3D] Windows Deployment. Path to models?

2018-08-13 Thread Oleg Evseev
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

Re: [Interest] [Qt3D] Issues

2018-08-10 Thread Andy
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

Re: [Interest] [Qt3D] QAbstractCameraController & escape key

2018-08-07 Thread Andy
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

Re: [Interest] [Qt3d] Textures flickering

2018-07-29 Thread Oleg Evseev
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

Re: [Interest] [Qt3d] Textures flickering

2018-07-29 Thread Mike Krus via Interest
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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