Re: [Interest] Qt3D SceneLoader - adjusting materials when using Collada files exported from Blender

2016-07-08 Thread Sean Harmer
Hi, sounds like there's maybe a bug in the assimp scene loader plugin. For the dark lighting and harsh specular, I've been wondering if there's a bug in the shaders somewhere as I have other custom shaders based on similar lighting models that do not exhibit this behaviour. I'm off sick

Re: [Interest] Qt3D camera field of view angle definition?

2016-07-08 Thread Sean Harmer
Vertical field of view. On 08/07/2016 09:42, Ola Røer Thorsen wrote: What's the definition of the field of view angle for Q3D' s QCamera? Is it the diagonal field of view? Cheers, Ola ___ Interest mailing list Interest@qt-project.org

Re: [Interest] [Qt3D] Frustum culling

2016-07-07 Thread Sean Harmer
Hi, On 07/07/2016 09:46, Émeric MASCHINO wrote: Hi, 2016-07-01 17:37 GMT+02:00 Sean Harmer : Hi, Frustum culling is simple once you have the bounding volumes for entities and the planes forming the view frustum. These are computed elsewhere to where the culling is

Re: [Interest] [Qt3D] Frustum culling

2016-07-07 Thread Émeric MASCHINO
Hi, 2016-07-01 17:37 GMT+02:00 Sean Harmer : > Hi, > Frustum culling is simple once you have the bounding volumes for entities and > the planes forming the view frustum. These are computed elsewhere to where the > culling is actually performed. The culling is currently

Re: [Interest] [Qt3D] Frustum culling

2016-07-01 Thread Sean Harmer
Hi, On Wednesday 29 June 2016 22:38:13 Émeric MASCHINO wrote: > Hi, > > I don't understand how frustum culling works with Qt3D (Qt 5.7 as time > of writing). > > From QFrustumCulling documentation [1]: "If present, only tries to > draw entities that are in the view of the camera. The camera is

Re: [Interest] [Qt3D] Custom texture loader and material shaders

2016-06-23 Thread Xavier Bigand
Ok I was able to reproduce the leak with material-cpp sample https://bugreports.qt.io/browse/QTBUG-54311 2016-06-21 12:08 GMT+02:00 Sean Harmer : > On Tuesday 21 June 2016 00:11:23 Xavier Bigand wrote: > > I am trying to check the material sample, but when launching the

Re: [Interest] [qt3d] is qt3d working on the Raspberry PI yet?

2016-06-22 Thread Pierre Chicoine
Never mind. I cloned Qt repository with GIT and it compiled all the way through. Cheers Pierre Chicoine On Tue, Jun 21, 2016 at 9:50 AM, Pierre Chicoine < pierrechicoine...@gmail.com> wrote: > Does anyone have an idea why compile stops here. Should I put out a Jira > bug instead? Does qt3d

Re: [Interest] [qt3d] Few questions about shader management with custom materials

2016-06-21 Thread Xavier Bigand
2016-06-21 14:49 GMT+02:00 Sean Harmer : > On Tuesday 21 June 2016 14:40:37 Xavier Bigand wrote: > > I have few more questions : > > - How Qt know the type of the uniform, does it parse the shader source? > > We don't parse the source but rather use the introspection API to

Re: [Interest] [qt3d] Few questions about shader management with custom materials

2016-06-21 Thread Xavier Bigand
I have few more questions : - How Qt know the type of the uniform, does it parse the shader source? - How from the material class I can retrieve the model view projection matrix to update the corresponding uniform of the vertex shader? Maybe there is a signal that notify the material when the

Re: [Interest] [Qt3D] Custom texture loader and material shaders

2016-06-21 Thread Sean Harmer
On Tuesday 21 June 2016 00:11:23 Xavier Bigand wrote: > I am trying to check the material sample, but when launching the program > with gDebugger it can't be initialized with opengl render, always DX or the > software emulation (when I am trying to force the application attributs). > > Is there

Re: [Interest] [Qt3D] Dynamic object generation

2016-06-21 Thread Sean Harmer
Hi, On Tuesday 21 June 2016 08:59:03 Markus Heß wrote: > Hi, > > I want to use Qt3D (5.7) to visualize some 3d boxes in a scene. These boxes > are created dynamically based on data coming from a 3D Sensor (10Hz). > Because I want to display only the edges of the boxes, I created a separate > box

Re: [Interest] [qt3d] Few questions about shader management with custom materials

2016-06-21 Thread Sean Harmer
On Tuesday 21 June 2016 00:03:31 Xavier Bigand wrote: > Thank you, it's super nice. > > Does qt3d cache the compilation of shaders between two executions of the > application? Not yet. :) Sean > > 2016-06-20 22:54 GMT+02:00 Sean Harmer : > > Hi, > > > > On 20/06/2016

Re: [Interest] [Qt3D] Custom texture loader and material shaders

2016-06-20 Thread Xavier Bigand
I am trying to check the material sample, but when launching the program with gDebugger it can't be initialized with opengl render, always DX or the software emulation (when I am trying to force the application attributs). Is there CMAKE files to build samples with Visual Studio? 2016-06-20

Re: [Interest] [qt3d] Few questions about shader management with custom materials

2016-06-20 Thread Xavier Bigand
Thank you, it's super nice. Does qt3d cache the compilation of shaders between two executions of the application? 2016-06-20 22:54 GMT+02:00 Sean Harmer : > Hi, > > On 20/06/2016 17:17, Xavier Bigand wrote: > > Hi, > > I am planning to use our custom materials with Qt3D,

Re: [Interest] [Qt3D] Custom texture loader and material shaders

2016-06-20 Thread Xavier Bigand
I just put a QHash table to return the previous generated Qt3DRender::QTextureImageDataPtr, but it doesn't work. Need I fill a bug for this? 2016-06-20 17:15 GMT+02:00 Xavier Bigand : > I took a look with nsight and it appears that my textures are currently > loaded

Re: [Interest] [Qt3D] Custom texture loader and material shaders

2016-06-20 Thread Xavier Bigand
I took a look with nsight and it appears that my textures are currently loaded many times, certainly one for each object instance. Need I manage textures resources my self? 2016-06-02 20:39 GMT+02:00 Xavier Bigand : > I forgot to precise that mipmaps are already

Re: [Interest] [qt3d] Loading textures from a custom file format

2016-06-17 Thread Xavier Bigand
I finally make it works, but I am not sure to do everything correctly. Firslty I change the way to attach the Texture to the QDiffuseMapMaterial : QDiffuseMapMaterial*material = new QDiffuseMapMaterial(); Texture*diffuseTexture = new Texture(); // Instancing our

Re: [Interest] [Qt3D] Ununderstable message when closing a scene

2016-06-17 Thread Xavier Bigand
https://bugreports.qt.io/browse/QTBUG-54184 For the leaks I need to check, but firstly it seems that textures stay in RAM even when already in VRAM. 2016-06-17 12:33 GMT+02:00 Sean Harmer : > Hi, > > On Friday 17 June 2016 12:11:56 Xavier Bigand wrote: > > I finally found

Re: [Interest] [Qt3D] Ununderstable message when closing a scene

2016-06-17 Thread Sean Harmer
Hi, On Friday 17 June 2016 12:11:56 Xavier Bigand wrote: > I finally found a work around to fix my crash when loading models > after few unload. > > I simply release myself all children of the delete entity with the > following recursive method : > > > voidreleaseModel(Qt3DCore::QNode&

Re: [Interest] [Qt3D] Ununderstable message when closing a scene

2016-06-17 Thread Xavier Bigand
I finally found a work around to fix my crash when loading models after few unload. I simply release myself all children of the delete entity with the following recursive method : voidreleaseModel(Qt3DCore::QNode& model) { QEntity*entity = dynamic_cast();

Re: [Interest] [Qt3D] Ununderstable message when closing a scene

2016-06-16 Thread Xavier Bigand
Thank for the report. I was not sure if it wasn't me doing something wrong. But it might be the case, because the assert seems to come from a bad ressources management. When I switch projects I simply delete entities that attached to the root one, but doing this leads to the assert at a certain

Re: [Interest] [Qt3D] Ununderstable message when closing a scene

2016-06-16 Thread Harald Vistnes
I get the same QMetaProperty::read warning. I just filed a Jira for it. https://bugreports.qt.io/browse/QTBUG-54159?filter=17174 Annoying and it came recently, but not critical as you can continue running the debugger. Harald 2016-06-16 17:53 GMT+02:00 Xavier Bigand :

Re: [Interest] [Qt3D] Ununderstable message when closing a scene

2016-06-16 Thread Xavier Bigand
Sometimes when it doesn't crash on the first scene switch I can get this assert : ASSERT: "m_entries[index].m_counter == handle.counter()" in file c:/Users/qt/work/qt/qt3d/src/core/resources/qhandlemanager_p.h, line 170 Sadly it seems that I am not able to debug it with source code. 2016-06-16

Re: [Interest] [Qt3D] Troubles to migrate to Qt5.7rc

2016-06-14 Thread Xavier Bigand
Thank you, I couldn't reply earlier, but I do similar changes than you to fix the issue. Now I think that I have to make our app able to run in the main thread instead than in the rendering one. Our current engine isn't threaded, so we force Qt to use the main thread for the qml rendering. With

Re: [Interest] [QT3d] Does anyone have any idea how to position a light in C++?

2016-06-11 Thread Sean Harmer
Hi, On 11/06/2016 14:00, Pierre Chicoine wrote: Oleg Wow. Thank you. It works. It was the setparent that made it work. That is, instead of placing it into the Instantiation of the the entity class. I'm using 5.7rc on Linux Kubuntu Pierre //parentistherootentity

Re: [Interest] [QT3d] Does anyone have any idea how to position a light in C++?

2016-06-11 Thread Pierre Chicoine
Oleg Wow. Thank you. It works. It was the setparent that made it work. That is, instead of placing it into the Instantiation of the the entity class. I'm using 5.7rc on Linux Kubuntu Pierre // parent is the root entity Qt3DCore::QEntity * pLightEntity = new Qt3DCore::QEntity(); // hang off

Re: [Interest] [QT3d] Does anyone have any idea how to position a light in C++?

2016-06-11 Thread Oleg Evseev
I've just tested following in my app instead of directional light sun entity and this works: QEntity *en = new QEntity(); QPointLight *l = new QPointLight(); l->setColor("red"); Qt3DCore::QTransform *t = new Qt3DCore::QTransform(); t->setTranslation(QVector3D(15.0f, 0.0f,

Re: [Interest] [QT3d] Does anyone have any idea how to position a light in C++?

2016-06-11 Thread Pierre Chicoine
Oleg Thanks for the reply. Here's the code I hung off of the root entity. Didn't work. Maybe I'm translating from QML improperly. ?? // parent is the root entity Qt3DCore::QEntity * pLightEntity = new Qt3DCore::QEntity(parent); // hang off of root Qt3DRender::QPointLight * pQPointLight =

Re: [Interest] [QT3d] Does anyone have any idea how to position a light in C++?

2016-06-11 Thread Pierre Chicoine
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" wrote: > Create new entity with transform and light components, add this entity to > the root entity to

Re: [Interest] [QT3d] Does anyone have any idea how to position a light in C++?

2016-06-11 Thread Oleg Evseev
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

Re: [Interest] [QT3d] Does anyone have any idea how to position a light in C++?

2016-06-11 Thread Pierre Chicoine
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" wrote: > Do you mean point light? > Example "lights" is not

Re: [Interest] [QT3d] Does anyone have any idea how to position a light in C++?

2016-06-11 Thread Oleg Evseev
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 (or SpotLight) to the QEntity and it will work. Regards, Oleg. 2016-06-11 13:43 GMT+03:00 Pierre Chicoine

Re: [Interest] [Qt3D] Troubles to migrate to Qt5.7rc

2016-06-09 Thread Oleg Evseev
I have the following in my app on qt 5.6: // FrameGraph QFrameGraph *frameGraph = new QFrameGraph(); QViewport *viewport = new QViewport(); viewport->setRect(QRectF(0.0f, 0.0f, 1.0f, 1.0f)); viewport->setClearColor(QColor("light blue")); QLayerFilter *layerFilter = new

Re: [Interest] [Qt3D] Troubles to migrate to Qt5.7rc

2016-06-03 Thread Xavier Bigand
I finally found that the QFrameGraph class was renamed as QRenderSettings. And now I have the following error : No render surface selector found in frame graph I suspect that I need few new initialisation steps with Qt 5.7 2016-06-03 15:21 GMT+02:00 Xavier Bigand : >

Re: [Interest] [Qt3D] Custom texture loader and material shaders

2016-06-02 Thread Xavier Bigand
I forgot to precise that mipmaps are already generated in our file format and texture compressed (PVRTC, DXTC,...) 2016-06-02 18:41 GMT+02:00 Xavier Bigand : > Hi, > > I finally come back into Qt3D tests. > > For the texture loader, I made my own QAbstractTextureImage

Re: [Interest] [Qt3D] Custom texture loader and material shaders

2016-06-02 Thread Xavier Bigand
Hi, I finally come back into Qt3D tests. For the texture loader, I made my own QAbstractTextureImage and QTextureDataFunctor, I do the loading of our files in the override of QTexImageDataPtr operator ()(). But I don't understand how to give to Qt3D texture's format, mipmaps,... because I can

Re: [Interest] [QT3D] 3d Object and texture loads

2016-05-25 Thread Sean Harmer
On Tuesday 24 May 2016 10:36:30 Pierre Chicoine wrote: > I believe I read somewhere in connection with Qt3D that there was a more > organic object and texture type that loads faster into a mesh object that > did not go through a heavy parsing stage. Is that accurate or should we > continue to use

Re: [Interest] [QT3D] 3d Object and texture loads

2016-05-24 Thread Oleg Evseev
Maybe you read this https://blog.qt.io/blog/2016/01/08/qt3d-asset-conditioning/ ? Regards, Oleg 2016-05-24 20:36 GMT+03:00 Pierre Chicoine : > I believe I read somewhere in connection with Qt3D that there was a more > organic object and texture type that loads

Re: [Interest] [QT3D] 3d Object and texture loads

2016-05-24 Thread Xavier Bigand
I don't think that it exist a 3D format that is made to have a fast loading, obj, collada are text based format and even FBX that is a binary format seems to give fat and complexe hierarchy files. If you really need performances the best is to do a custom file format that feet your needs. For

Re: [Interest] [QT3D] transparencies

2016-05-20 Thread Sean Harmer
Hi, With the materials and framegraph you can do either traditional alpha blended geometry sorted back to front or you are free to implement whatever flavour of OIT you desire. The framegraph gives you complete control over render targets and passes. Nothing is hard wired in the Qt 3D

Re: [Interest] [QT3D] transparencies

2016-05-20 Thread Jérôme Godbout
Transparency is always a bit tricky, having transparent object leave the blending to add background color to current fragment. The easy not so good is to render back object to the front. But since the order in which you render affect the final results you end up with transparency that may look

Re: [Interest] [QT3D] transparencies

2016-05-20 Thread Sean Harmer
Hi, works already since 5.6 I think. There is a transparent phong material. You may need to customise a framegraph a little though. See http://code.qt.io/cgit/qt/qt3d.git/tree/tests/manual/transparency-qml?h=5.7 Cheers, Sean On 20/05/2016 19:17, Pierre Chicoine wrote: Is there an update on

Re: [Interest] [Qt3D] OpenCL support

2016-05-20 Thread Sean Harmer
Hi, On Friday 20 May 2016 00:28:51 Xavier Bigand wrote: > Hi, > > I found a really interesting SSAO post process (Line-Sweep Ambient > Obscurance ), but the reference > implementation is written in cuda and it exist a OpenCL port. > So I would know if it can be

Re: [Interest] [QT3D] Mesh sizes

2016-05-18 Thread Oleg Evseev
Sean Harmer answered this question already: http://lists.qt-project.org/pipermail/interest/2016-April/022292.html > At the moment, no. This is something we may well add for 5.8. > For now you'll need to calculate it yourself or pass it in as metadata somehow.

Re: [Interest] [QT3D] Multiple vertex buffers per Qt3DRender::QGeometry

2016-05-12 Thread Oleg Evseev
I think my suggestion https://bugreports.qt.io/browse/QTBUG-50720 (and attached commit on gerrit) will help solve your task with updating the subset of QBuffer. I did it for 5.7 branch, but currently I use almost same code in 5.6. Regards, Oleg 12 мая 2016 г. 18:54 пользователь "Camden Mannett"

Re: [Interest] [Qt3D] Crash when using an empty vertex buffer

2016-05-10 Thread Xavier Bigand
2016-05-10 13:28 GMT+02:00 Sean Harmer : > On Tuesday 10 May 2016 11:27:01 Xavier Bigand wrote: > > I am creating dynamic geometries and at some moment a geometry can be > > empty, that cause a crash. > > > > I think that it would be nice if the renderer was safer and avoid

Re: [Interest] [Qt3D] Crash when using an empty vertex buffer

2016-05-10 Thread Sean Harmer
On Tuesday 10 May 2016 11:27:01 Xavier Bigand wrote: > I am creating dynamic geometries and at some moment a geometry can be > empty, that cause a crash. > > I think that it would be nice if the renderer was safer and avoid the draw > call of empty geometries. It's like new and delete that manage

Re: [Interest] [QT3D] How to make billboard?

2016-05-06 Thread Jason H
> I am interesting if there are ready to use classes or functions to make > billboards (2D elements in 3D world that always faces the camera) in QT3D > (qml and cpp). >  As I see by https://bugreports.qt.io/browse/QTBUG-24454 in Qt3D 1.0 there > was BillBoardTransform class, functionality of

Re: [Interest] [QT3D] How Do I render multiple QEntities in different QViewports in C++?

2016-05-01 Thread Sean Harmer
On Sunday 01 May 2016 09:15:52 Sean Harmer wrote: > On 30/04/2016 21:02, Pierre Chicoine wrote: > > Thank you Sean. Very descriptive. Since I have such a large system, > > I will create an example and pass it to you. > > > > By the way a large percentage of your examples on 5.7 beta don't work.

Re: [Interest] [QT3D] How Do I render multiple QEntities in different QViewports in C++?

2016-05-01 Thread Sean Harmer
On 30/04/2016 21:02, Pierre Chicoine wrote: Thank you Sean. Very descriptive. Since I have such a large system, I will create an example and pass it to you. By the way a large percentage of your examples on 5.7 beta don't work. But I'm sure you're aware of that. Yup, we're replacing

Re: [Interest] [QT3D] How Do I render multiple QEntities in different QViewports in C++?

2016-04-30 Thread Pierre Chicoine
Thank you Sean. Very descriptive. Since I have such a large system, I will create an example and pass it to you. By the way a large percentage of your examples on 5.7 beta don't work. But I'm sure you're aware of that. Thank you again. On Apr 30, 2016 10:55 AM, "Sean Harmer"

Re: [Interest] [QT3D] How Do I render multiple QEntities in different QViewports in C++?

2016-04-30 Thread Sean Harmer
On Thursday 28 April 2016 14:50:22 charleyb123 . wrote: > Pierre spaketh: > > Dear Sirs > > > > First: Thank you for Qt3d. The KDAB people are heroes in my book. > > > > +1 > > A very big "Thank You!" to what KDAB does in Qt3D. > > They probably don't hear it often enough

Re: [Interest] [QT3D] How Do I render multiple QEntities in different QViewports in C++?

2016-04-30 Thread Sean Harmer
Hi, There's two things you need to consider: 1) The scene graph - the Entities that you wish to draw. 2) The framegraph - specifies the algorithm used to draw the scene graph I assume from your screenshot that you are more or less happy with defining QEntity's to construct your scene graph. If

Re: [Interest] [QT3D] How Do I render multiple QEntities in different QViewports in C++?

2016-04-28 Thread charleyb123 .
Pierre spaketh: > Dear Sirs > > First: Thank you for Qt3d. The KDAB people are heroes in my book. > > +1 A very big "Thank You!" to what KDAB does in Qt3D. They probably don't hear it often enough for all their work-and-contributions, but Qt3D is truly technology that pushes

Re: [Interest] [Qt3d] Does the duration of NumberAnimation update when you change its value?

2016-04-27 Thread Jason H
Project" <interest@qt-project.org> Subject: Re: [Interest] [Qt3d] Does the duration of NumberAnimation update when you change its value? Hi DR. Sean Thanks for reply. I tried both methods none of them works, Overall I think I have a problem controlling the animation (start/stop/

Re: [Interest] [Qt3d] Does the duration of NumberAnimation update when you change its value?

2016-04-27 Thread Ramy Atalla via Interest
Hi DR. SeanThanks for reply.I tried both methods none of them works, Overall I think I have a problem controlling the animation (start/stop/restart).I have a slider which generates a value between 0-5000 for the duration of the animation, On value change of the slider it calls a function which

Re: [Interest] [Qt3d] Does the duration of NumberAnimation update when you change its value?

2016-04-27 Thread Sean Harmer
On Tuesday 26 April 2016 22:27:16 Oleg Evseev wrote: > Hi, Ramy and Sean > > > Something like this should do it (not tested) > > Thank you, Sean. Correct it little bit, tested, it works: > > Entity { > > id: mainEntity > > property real progress: 0.0 > > property real

Re: [Interest] [Qt3d] Does the duration of NumberAnimation update when you change its value?

2016-04-25 Thread Sean Harmer
Hi, On Monday 25 April 2016 16:23:31 Ramy Atalla via Interest wrote: > Hi,I am trying to do a rotation animation and control the rotation speed by > changing the value of the duration, But it doesn't work . My question is it > feasible or there another way ? > > QQ2.NumberAnimation {

Re: [Interest] [Qt3D] Distance field and texture atlas

2016-04-21 Thread Sean Harmer
Hi, On Thursday 21 April 2016 14:50:55 Xavier Bigand wrote: > I know that QtQuick already manage the distance field for text elements, > but I want to be able to use it with Qt3D too. > Our Qt3D objects are managed in C++ code not in QML, we prefer to not bind > those elements in QML because of

Re: [Interest] [Qt3D] Distance field and texture atlas

2016-04-21 Thread Xavier Bigand
I know that QtQuick already manage the distance field for text elements, but I want to be able to use it with Qt3D too. Our Qt3D objects are managed in C++ code not in QML, we prefer to not bind those elements in QML because of the memory overhead. Does the backend of QML and Qt3D share the same

Re: [Interest] [Qt3D] Distance field and texture atlas

2016-04-21 Thread Sean Harmer
On Thursday 21 April 2016 12:51:27 Xavier Bigand wrote: > Hi, > > Is there any plans to let the user control distance field and texture atlas? > We are interested by the distance field for text and icons rendering as we > apply scale and rotation on some small elements. We have to much elements >

Re: [Interest] [Qt3D] Render to video

2016-04-18 Thread Jason H
alo...@gmail.com> To: "Jason H" <jh...@gmx.com> Cc: "Qt Project" <interest@qt-project.org> Subject: Re: [Interest] [Qt3D] Render to video On Mon, Apr 18, 2016 at 10:00 AM, Jason H <jh...@gmx.com> wrote: I did something like this a long time ago in QML

Re: [Interest] [Qt3D] Render to video

2016-04-18 Thread Andy
On Mon, Apr 18, 2016 at 10:00 AM, Jason H wrote: > I did something like this a long time ago in QML (Before Qt3D, QtQuick 1): > 1. There is some kind of frame advance, so you set up the animations as > you want, then you start the animation and render the first frame to an >

Re: [Interest] [Qt3D] Render to video

2016-04-18 Thread Jason H
I did something like this a long time ago in QML (Before Qt3D, QtQuick 1): 1. There is some kind of frame advance, so you set up the animations as you want, then you start the animation and render the first frame to an image. Then call frame advance and get the next frame, repeat. 2. Then use

Re: [Interest] [Qt3D] Render to video

2016-04-18 Thread Sean Harmer
On Monday 18 April 2016 09:28:00 Andy wrote: > On Mon, Apr 18, 2016 at 9:05 AM, Sean Harmer wrote: > > Hi, > > > > I think it's possible, although it's not an out of the box feature yet, as > > Harald pointed out. > > > > Have a look into this kind of approach: > > > > *

Re: [Interest] [Qt3D] Render to video

2016-04-18 Thread Sean Harmer
On Monday 18 April 2016 15:46:14 Harald Vistnes wrote: > If anyone try out Sean's suggestion and get it to work, it would be great > it they share an example so we don't all have to reinvent the wheel :) Or even better, contribute it to Qt 3D so everyone can benefit from it out of the box. :)

Re: [Interest] [Qt3D] Render to video

2016-04-18 Thread Harald Vistnes
If anyone try out Sean's suggestion and get it to work, it would be great it they share an example so we don't all have to reinvent the wheel :) Harald 2016-04-18 15:28 GMT+02:00 Andy : > On Mon, Apr 18, 2016 at 9:05 AM, Sean Harmer wrote: > >> Hi,

Re: [Interest] [Qt3D] Render to video

2016-04-18 Thread Andy
On Mon, Apr 18, 2016 at 9:05 AM, Sean Harmer wrote: > Hi, > > I think it's possible, although it's not an out of the box feature yet, as > Harald pointed out. > > Have a look into this kind of approach: > > * Implement something similar to the Scene3DItem that allows to

Re: [Interest] [Qt3D] Render to video

2016-04-18 Thread Sean Harmer
Hi, I think it's possible, although it's not an out of the box feature yet, as Harald pointed out. Have a look into this kind of approach: * Implement something similar to the Scene3DItem that allows to embed Qt 3D into a Qt Quick 2 scene * This requires using a little bit of private (for

Re: [Interest] [Qt3D] Render to video

2016-04-18 Thread Andy
On Mon, Apr 18, 2016 at 8:57 AM, Michael Sué wrote: > Hi, > > You may be able to use ffmpeg (the program not the library) via pipe as > described in the "writing section" here: > > > http://zulko.github.io/blog/2013/09/27/read-and-write-video-frames-in-python-using-ffmpeg/ > >

Re: [Interest] [Qt3D] Render to video

2016-04-18 Thread Ola Røer Thorsen
2016-04-18 14:38 GMT+02:00 Andy : > On Mon, Apr 18, 2016 at 3:26 AM, Harald Vistnes > wrote: > >> Hi Andy, >> >> An alternative is to use the FFMPEG encoding library instead of the >> command line tools. Then you can pass each frame to the video

Re: [Interest] [Qt3D] Render to video

2016-04-18 Thread Michael Sué
Hi, You may be able to use ffmpeg (the program not the library) via pipe as described in the "writing section" here: http://zulko.github.io/blog/2013/09/27/read-and-write-video-frames-in-python-using-ffmpeg/ They use Python but it should work with C++ as well, I assume. And using the program

Re: [Interest] [Qt3D] Render to video

2016-04-18 Thread Andy
On Mon, Apr 18, 2016 at 3:26 AM, Harald Vistnes wrote: > Hi Andy, > > An alternative is to use the FFMPEG encoding library instead of the > command line tools. Then you can pass each frame to the video encoder as > you generate it without writing them all to disk first.

Re: [Interest] [Qt3D] Render to video

2016-04-18 Thread Andy
On Mon, Apr 18, 2016 at 2:51 AM, Bo Thorsen wrote: > Den 18-04-2016 kl. 05:46 skrev Andy: > >> Goal: generate video with a user-specified resolution, frame rate, & >> container/codec format from an animation in my Qt3D window >> >> (Disclaimer: I've never worked with video

Re: [Interest] [Qt3D] Render to video

2016-04-18 Thread Harald Vistnes
Hi Andy, An alternative is to use the FFMPEG encoding library instead of the command line tools. Then you can pass each frame to the video encoder as you generate it without writing them all to disk first. The natural way to generate the QImages would be to render to an offscreen surface of the

Re: [Interest] [Qt3D] Render to video

2016-04-18 Thread Bo Thorsen
Den 18-04-2016 kl. 05:46 skrev Andy: Goal: generate video with a user-specified resolution, frame rate, & container/codec format from an animation in my Qt3D window (Disclaimer: I've never worked with video files before!) As far as I can tell, Qt doesn't provide a way to generate video files

Re: [Interest] [Qt3D] Use a QImage as a QTextureImage

2016-04-07 Thread Andy
[bump] Does anyone have any suggestions on how to use an in-memory QImage as a QTextureImage? Or any other way to create a QNormalDiffuseMapAlphaMaterial from an in-memory QImage? I must be missing something obvious. --- Andy Maloney // https://asmaloney.com twitter ~ @asmaloney

Re: [Interest] [Qt3D] Camera controllers

2016-04-05 Thread Sean Harmer
On 05/04/2016 18:15, Andy wrote: The current Qt3D examples have two camera controller classes included in examples-common: QOrbitControl and QFirstPersonCameraController. Are there plans to add these to Qt3D as supported classes? Yes, likely for 5.8. The examples gives us somewhere to iron

Re: [Interest] [Qt3D] Custom texture loader and material shaders

2016-03-28 Thread Sean Harmer
Hi, sorry, forgot to reply to the texture part. On 27/03/2016 23:53, Xavier Bigand wrote: Hi, Is there a way to add a loader for our custom texture format? I think you can use the functor approach exposed by QAbstractTextureProvider or QAbstractTextureImage. Cheers, Sean We also have

Re: [Interest] [Qt3D] Crash when trying to update a geometry

2016-03-28 Thread Sean Harmer
Hi, this may well be a bug. Please file a JIRA for it. Cheers, Sean On 27/03/2016 23:43, Xavier Bigand wrote: No I didn't but I will. Like you thought it's not an easy change because we still fix/update our engine, for the moment qt3d is a long term project and I have to do modifications

Re: [Interest] [Qt3D] Custom texture loader and material shaders

2016-03-28 Thread Sean Harmer
Hi, On 27/03/2016 23:53, Xavier Bigand wrote: Hi, Is there a way to add a loader for our custom texture format? We also have to use our existing shaders for materials, but I don't know how to manage uniforms. We are generating our shaders based on macros depending of the number and types of

Re: [Interest] [Qt3D] QPointLight position

2016-03-28 Thread Sean Harmer
Hi, Add a Transform component to the Entity that contains the PointLight. Cheers, Sean On 28/03/2016 06:07, Harald Vistnes wrote: Hi, How do you set the position of a QPointLight? Why are there no setPosition() and position() functions? Harald

Re: [Interest] [Qt3D] Crash when trying to update a geometry

2016-03-27 Thread Xavier Bigand
No I didn't but I will. Like you thought it's not an easy change because we still fix/update our engine, for the moment qt3d is a long term project and I have to do modifications with care to be able to merge them on my qt3d branch. Removing those lines is one of things that made us choosing qt3d

Re: [Interest] [Qt3D] Crash when trying to update a geometry

2016-03-27 Thread Adrián Chaves Fernández
>From someone who has no idea: Have you tried commenting out those lines to find out whether that is the reason or not? (Unless, of course, other code of yours will fail if you do) 2016-03-26 23:50 GMT+01:00 Xavier Bigand : > May it come from the fact that we force Qt

Re: [Interest] [Qt3D] assimp lib update?

2016-03-21 Thread Sean Harmer
On Monday 21 March 2016 08:38:55 Andy wrote: > Is there a plan to update the assimp lib included with Qt3D from 3.1.1 (12 > Jun 2014) to 3.2 (3 Nov 2015)? > > Maybe for 5.7? Yes, we'll do an update for 5.7. Sean -- Dr Sean Harmer | sean.har...@kdab.com | Managing Director UK Klarälvdalens

Re: [Interest] Qt3D : Crash after loading few mesh

2016-03-19 Thread Xavier Bigand
I tried to use a QPhongMaterial to test without using textures and I have the same issue. I think that I have to launch a memory debugguer because the output is weird : t erminate called after throwing an instance of ' std::bad_alloc' what(): std::bad_alloc Invalid parameter passed to C

Re: [Interest] Qt3D : Invalid mvp matrix with orthographic camera

2016-03-18 Thread Xavier Bigand
Sorry I found my bug, I forget to change the up vector. Does the up vector be given with the view center to avoid this kind of forget? I also think that it can be helpfull if there was asserts on computations resulting in nan values. 2016-03-16 15:48 GMT+01:00 Xavier Bigand

Re: [Interest] Qt3D : using a custom projection matrix with QCamera

2016-03-15 Thread Xavier Bigand
Already done : https://bugreports.qt.io/browse/QTBUG-48573 Thank you. 2016-03-15 12:30 GMT+01:00 Sean Harmer : > On Tuesday 15 Mar 2016 12:14:03 Xavier Bigand wrote: > > Hi, > > > > We are considering to replace our 3D engine by Qt3D, I can already load > our > > models

Re: [Interest] Qt3D : using a custom projection matrix with QCamera

2016-03-15 Thread Sean Harmer
On Tuesday 15 Mar 2016 12:14:03 Xavier Bigand wrote: > Hi, > > We are considering to replace our 3D engine by Qt3D, I can already load our > models and textures and now I try to fix the camera. > > I need to set my own projection camera, because we use a custom matrix. I > our software we have a

Re: [Interest] Qt3D face culling

2016-03-11 Thread Sean Harmer
Hi, well the QForwardRenderer framegraph is not really designed to be modified but you should just be able to use QObject::findChild(). If you need deeper customisation of the framegraph, it's preferable to write your own one. Of course you can use QForwardRenderer

Re: [Interest] Qt3D face culling

2016-03-11 Thread Юрий Дынников
Thank you, Sean. I've managed to disable face-culling by putting QStateSet under QClearBuffer, but to get there, I had to write a piece of horrible code: https://gist.github.com/morodeer/974cb4ddd47c1f1f8b34#file-main-cpp Qt3DCore::QNode* clearBuffer_node = 0; foreach (Qt3DCore::QNode*

Re: [Interest] Qt3D face culling

2016-03-10 Thread Sean Harmer
On Thursday 10 Mar 2016 15:13:07 Юрий Дынников wrote: > Hello, I'm trying to use Qt3D (C++) module, and there is one huge problem: > How can I enable displaying any surface (or triangle, to be simple) from > both sides? > > I've read that that's all about face-culling, but I can't find where it

Re: [Interest] [Qt3D] Cylinder Mesh Mod Problem

2016-01-26 Thread Andy
As I was looking into this, I noticed that in CylinderVertexDataFunctor::operator() (in qcylindergeometry.cpp), we have this: const int verticesCount = (m_slices + 1) * m_rings + 2 * (m_slices + 1) + 2; which is used to create the vertex data for the sides + end discs. But in

Re: [Interest] [Qt3D] Cylinder Mesh Mod Problem

2016-01-25 Thread Andy
Yes - I'll do it as soon as I get a chance to setup and relearn the gerrit workflow. Thanks! - Andy On Mon, Jan 25, 2016 at 1:40 PM, Sean Harmer wrote: > Hi, > > thanks for finding that. Are you able to push a fix to Qt's gerrit code > review system please so that it can

Re: [Interest] [Qt3D] Cylinder Mesh Mod Problem

2016-01-25 Thread Sean Harmer
Hi, thanks for finding that. Are you able to push a fix to Qt's gerrit code review system please so that it can be reviewed and merged? Many thanks, Sean On 25/01/2016 18:16, Andy wrote: > Subject: [Interest] [Qt3D] Cylinder Mesh Mod Problem > I am trying to work with and understand the

Re: [Interest] [Qt3D] Combining multiple QGeometry classes?

2016-01-22 Thread Paul Sorensen
Having attempted to create a MyConeMesh/Geometry outside of the Qt source tree based upon CylinderMesh and CylinderGeometry (made more interesting by the internal private implementation tendrils); suggest creating a hybrid of the "custom-mesh-cpp" example and one of the aforementioned

Re: [Interest] Qt3D and QOpenGLWidget

2015-12-23 Thread Nye
Hello Harald, In my investigations, to be honest, I was not able to use QOpenGLWidget at all (Qt3D as you've seen requires a QWindow subclass). I ended up creating a QOpenGLWindow and then integrating it into my layout exactly through the QWidget::createWindowContainer() function. Hopefully

Re: [Interest] Qt3D and QOpenGLWidget

2015-12-23 Thread Sean Harmer
These top level "entry points" is something we are looking at right now. For now using the createWindowContainer() approach is probably the easiest. Cheers, Sean On Wednesday 23 Dec 2015 12:33:58 Nye wrote: > Hello Harald, > In my investigations, to be honest, I was not able to use

Re: [Interest] [Qt3D] Logic aspect hangs on exit

2015-12-18 Thread Nye
Hello, I've filed a bug report, as I was able to extract the suspicious part of the code in a separate project. I also updated to the very last 5.6 HEAD and the issue is still present. I'm not getting any segfaults anymore at least, which is good. I've attached a full reproducible example to the

Re: [Interest] [Qt3D] Logic aspect hangs on exit

2015-12-18 Thread Sean Harmer
Thanks. I'll try to look into this shortly. Have a good weekend/Christmas/New Year. Sean On 18/12/2015 10:50, Nye wrote: Hello, I've filed a bug report, as I was able to extract the suspicious part of the code in a separate project. I also updated to the very last 5.6 HEAD and the issue is

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