Hi K. Frank,
On 01/07/2012 19:50, K. Frank wrote:
> Hello List!
>
> I have a QTableView (backed by a QSqlTableModel) and am looking
> for a simple way to make a column read-only. Poking around in the
> documentation, I don't see anything obviously simple.
Take a look at the function QAbstractIte
On Friday 03 August 2012 16:41:18 arnaud but wrote:
> Hello everybody,
>
> during my work on phonon, i remark that include
> does not reference opengl on windows plattform(msvc2010) (it seems good
> on linux and mac).
>
> in the order :
>
> #include that include :
>
> #include "qgl.h" : into
Hi K Frank,
On Saturday 18 August 2012 12:38:43 K. Frank wrote:
> Hello List!
>
> I see the following code snippet in some Qt documentation:
>
>QGraphicsScene scene;
>scene.addText("Hello, world!");
>
>QGraphicsView view(&scene);
>view.show();
>
> (From http://doc.qt.nokia.com/
On 19/08/2012 17:19, Richard Moore wrote:
> On 19 August 2012 16:18, Till Oliver Knoll
> wrote:
>> However it never occured to me to actually try such a thing. I mean,
>> what would be a practical scenario where one wanted to explicitly call a
>> d'tor? So clean up resources before the actual obj
On Tuesday 18 September 2012 08:21:58 Stephen Chu wrote:
> On 9/18/12 4:10 AM, Thiago Macieira wrote:
> >> How could I solve this?
> >>
> >> In Qt 4 I could specialize the signal using SIGNAL(valueChanged(int)),
> >> how
> >> could I do in Qt 5?
> >>
> > void (QSpinBox:: *signal)(int) = &QSp
On Thursday 20 September 2012 23:38:54 Tony Rietwyk wrote:
> Hi Everybody,
>
> On windows when I run nmake after configure, it uses all of my CPU's and is
> finished in under 2 hours.
>
> On mac OSX Lion with XCode 4.3.2, when I run make after configure, it only
> uses 1 CPU. My google fu is no
" command (error "QML module not found").
> But the strange thing is that it recognizes the "import Qt3D.Shapes 2.0"
> commands. Any help will be appreciated.
Not sure about this one off-hand. I'll take a look once the other patches are
merged.
Kind regards,
Sean
--
D
ture.
How best to do so cleanly still requires some thought though.
> The editor problem is probably link to the same issue as QtCreator still
> look in the import folder.
Quite possible indeed. The patch I mentioned is integrating right now so
hopefully that will solve it.
All the best,
Se
On Monday 10 December 2012 14:22:49 Sean Harmer wrote:
> > The editor problem is probably link to the same issue as QtCreator still
> > look in the import folder.
>
> Quite possible indeed. The patch I mentioned is integrating right now so
> hopefully that will solve it
Tuesday,
> December 11, 2012 1:43 PM
> To: interest@qt-project.org
> Subject: Re: [Interest] [Qt3D] Is it usable yet?
>
> Hi,
>
> It would be preferable if you start your own thread.
>
> I'm sorry but I cannot help. I still don't know how to create custom Item3D.
>
> O
m following the Berlin DevDays.
It seems there is definite interest in integrating OSG etc with Qt5.
If you wish to contribute then by all means please do. The more the merrier!
All the best,
Sean
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rmNativeInterface *QWindowsIntegrationnativeInterface() const
and
void *QWindowsNativeInterface::nativeResourceForWindow(const QByteArray
&resource, QWindow *window)
in src/plugins/windows. With the QWindowsNativeInterface you can obtain the
native HWND and device context I think.
Cheers,
Sean
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Dr S
-28715
and vote for it :)
Cheers,
Sean
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__
don't know exactly if it will be considered stable enough in 5.1. I
> >see very little activity in the repository (last commit that seems to
> >modify actual code and not "just" buildsystem, license, typos, etc.,
> >seems to be from February 7th), but I don't k
anded();
> > >
> > > return app.exec();
> > >
> > > }
> > >
> > > I am new to Qt, so perhaps I am doing something wrong with my animation,
> >
> > but I have tried a couple other methods of animating and they all lag
>
if I can find a newer
> driver and retest.
I get no problems whilst dragging windows here with the 310.x or 313.x series
drivers and a GeForce 570 GPU. However, this is on kwin rather than unity.
Have you tried other compositing window managers? It could well be something
in that layer not
ject.org
> >>>> http://lists.qt-project.org/mailman/listinfo/interest
> >>>
> >>> ___
> >>> Interest mailing list
> >>> Interest@qt-project.org
> >>> http://lists.qt-project.org/mailm
fo/>, and is
believed to be clean.
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Tel.
On Monday 06 May 2013 06:39:06 Sletta Gunnar wrote:
> On May 5, 2013, at 11:47 AM, Sean Harmer wrote:
> > On 04/05/2013 19:30, Preet wrote:
> >> Hi,
>
> ...
>
> >> 2.
> >> I'd like to use ShaderEffects to apply a somewhat trivial shader to mos
ect.org
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t.org
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be a way to mix instancing with the builtin picking by using
instanced rendering to draw the bulk of your objects, then falling back to
regular entities for those items that need to be pickable. Or you could
implement your own picking code to work with instancing in the short term
given th
l
lights just the other day. Point lights and directional lights should
work now. Spotlights will appear shortly.
Cheers,
Sean
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Style {
background: Item {}
}
Squircle { ... }
...
}
Then it works as expected.
Cheers,
Sean
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Aha, a timely guinea pig :)
We've just merged in a bunch of changes to extend the Qt3DInput library.
Please take a look at:
http://code.qt.io/cgit/qt/qt3d.git/tree/examples/qt3d/simple-qml/CameraController.qml
for an example where we exercise the new API a little. We are in the
process of fo
r the feedback.
Cheers,
Sean
>
>
> That's for now, I hope it's helpful.
>
> Kind regards,
> Konstantin.
>
> On Wed, Dec 9, 2015 at 6:10 AM, Nye wrote:
> > A guinea pig now, am I? ;)
> > Am I assuming correctly that these new changes are available thr
Interest [mailto:interest-boun...@qt-project.org] Im Auftrag von Sean
> Harmer
> Gesendet: Sonntag, 6. Dezember 2015 10:46
> An: interest@qt-project.org
> Betreff: Re: [Interest] Draw own QQuickItem using OpenGL together with
> QQuickApplicationEngine
>
> Hi,
>
> On 05
s controlled by the sensitivity
property on the MouseController.
Cheers,
Sean
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_
t;
> On Mon, Dec 14, 2015 at 3:11 PM, Sean Harmer wrote:
> > On Monday 14 Dec 2015 12:30:40 Nye wrote:
> > > Hello,
> > > I understood (by trial and error) that in the axisValueChanged signal I
> >
> > get
> >
> > > a relative offset. I incor
Hi,
that's pretty much exactly what the implementation of Scene3D does:
http://code.qt.io/cgit/qt/qt3d.git/tree/src/quick3d/imports/scene3d
Cheers,
Sean
On 14/12/2015 20:06, Harald Vistnes wrote:
Hi,
I'm trying to do offscreen rendering with Qt3D, but I have not figured
out how to do it ye
aspect engine)? I'm creating the aspect engine on the
> stack, maybe this is an issue?
> I'm developing on Debian stretch with 4.2 kernel, if that helps. Qt3D is
> compiled from the most recent source available in the git repository for
> the 5.6 branch.
>
> Kind r
ing into at the moment as it happens - well more generally
what top level integration points do we need to support for the initial
version.
If you have specific use cases, I'd be interested to hear what they are.
Cheers,
Sean
>
> Kind regards.
>
> On Thu, Dec 17, 2015 at 10:52 AM
to a high-res image.So in this case
> > I guess there will be one QAspectEngine for each of the windows and then
> > temporary QAspectEngines for offscreen rendering that shares the root
> > entity with the other QAspectEngines?
> >
> > Harald
> >
> > 201
s destructor has finished, which is where I get the
deadlock. I could provide a backtrace as well, if you wish and
will make your investigations easier. Kind regards.
On Thu, Dec 17, 2015 at 12:20 PM, Sean Harmer
mailto:sean.har...@kdab.com>> wrote:
On Thursday 17 Dec 2
Hi,
> > Did the module names change for Qt3d in 5.6?
> >
> > My 5.5 project has:
> >
> > QT += core gui sql 3dcore 3drenderer 3dinput
> >
> > But now I’m getting "Unknown module(s) in QT: 3drenderer” type of errors
> > when I try to compile. I
> On Dec 21, 2015, at 2:24 PM, Sean Harmer wrote:
> >
> > On Monday 21 December 2015 13:05:19 Brett wrote:
> >> Looks like “3drenderer” is now “3drender”.
> >
> > Yes that is correct.
> >
> >> I changed that and lots of
> >> errors. A
gt; in a QWidgets based application?
> >
> > Also, given the threaded magic inside Qt3D, is there a way to mix Qt3D and
> > QPainter based overlay rendering (text, primarily) in QOpenGLWidget or
> > QOpenGLWindow?
> >
> > Harald
> >
> > ___
taFunctor::operator () and createSidesIndices() which
should be applied to Qt3D's QCylinderGeometry.
- Andy
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Hi,
On 23/02/2016 07:04, Jordon Wu wrote:
Hi list all,
I'm begin study qt3d(qt5.5 version) now. And I want to found some
examples about 3d model mesh and sub mesh operation.
I google found a good example QtQuick3D Tutorial - Car3D (
http://www.youtube.com/watch?v=VvQ_NHKtHwE ), but this qt3
itself so I
need to strip that out. Hopefully soon though.
Sean
Best Regards
Jordon Wu
2016-02-23 15:58 GMT+08:00 Sean Harmer <mailto:s...@theharmers.co.uk>>:
Hi,
On 23/02/2016 07:04, Jordon Wu wrote:
Hi list all,
I'm begin study qt3d(qt5.5 version) now. And
default state.
See https://bugreports.qt.io/browse/QTBUG-51770 and my comment there.
Cheers,
Sean
>
> Thanks in advance,
> morodeer
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Tel. +44 (0)1625 809908; Sweden (HQ) +46-563
thTest::Always);
> set->addRenderState(depthTest);
> }
>
>
> Am I missing any simpler way to do that? Viewport, CameraSelector and
> ClearBuffer are all private in ForwardRenderer.
>
> чт, 10 мар. 2016 г. в 21:13, Sean Harmer :
> > On Thursday 10 Mar 2016
aring the vertex data as described above.
Cheers,
Sean
>
> Thanks,
> Chris
> ___
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> http://lists.qt-project.org/mailman/listinfo/interest
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On Tuesday 15 Mar 2016 17:41:07 Ch'Gans wrote:
> On 14 March 2016 at 22:03, Sean Harmer wrote:
> > On Monday 14 Mar 2016 16:50:32 Ch'Gans wrote:
> >>
> >> Could anyone shed some light on how I could achieve this, like is the
> >> custom QMEsh/Geometr
ur software we have a transition between an orthographic camera and a
> perspective one, we do an interpolation.
>
> Is there a way to set our custom projection matrix to QCamera?
Not yet, but it should be very easy to add. Please file a JIRA request for
this.
Cheers,
Sean
--
Dr Sean
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
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e will see how best to fit
it
into our plans?
Thanks,
Sean
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Klarälvdalens Datakonsult AB, a KDAB Group company
Tel. Sweden (HQ) +46-563-540090, USA +1-866-777-KDAB(5322)
KDAB - Qt Experts - Platform-
property.
- Build, run: crash.
> Tested in Windows 7, 64bits, GPU nVidia Quadro K2000. In can give a call
> stack is needed.
The example requests a 32-bit RGBA default framebuffer. System can't provide it
as you set it to 16-bit colour. Example doesn't check for this case. Boom.
TRA_COMPILERS += asset_builder
Notice the -no-compress option too this can save runtime CPu costs involved
with decompressing the data especially for already compressed formats such as
most video codecs.
Then in your c++ source add:
QResource::registerResource("mybigmedia.qrb");
an
On Wednesday 23 March 2016 17:10:35 André Somers wrote:
> Op 23/03/2016 om 17:04 schreef Konstantin Tokarev:
> > 23.03.2016, 19:03, "Sean Harmer" :
> >> On Wednesday 23 March 2016 16:57:04 Jason H wrote:
> >> Notice the -no-compress option too this can save
>
> How can I set this up in a platform independent way? (Develop on OSX, deploy
> to iOS/Android)
mac {
asset_builder.output =
$$OUT_PWD/VideoPlayerHIV.app/Contents/MacOs/${QMAKE_FILE_IN_BASE}.qrb
} else {
asset_builder.output = $$OUT_PWD/${QMAKE_FILE_IN_BASE}.qrb
}
Or similar.
Sean
lse?
In such situations, do yourself a favour, and draw a picture on a piece of
paper with the setup you are after. Otherwise it is so easy to get numbers or
directions transposed in your head and end up using trial and error which
usually ends up being fragile.
Cheers,
Sean
--
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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
__
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
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 wit
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
can give is that the
marshalling can quickly become a large burden on development and
maintenance.
Cheers,
Sean
Thanks!
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.
If anyone can shed light on this, it would be great! Apologies if
the question is poorly worded or if I'm missing vital information,
just let me know and I'll do my best to fix it.
Thanks!
-- Forwarded message --
From: Sean Harmer
ps No need to forward everybody's replies to the list. They are cc'd to you as
well as to the list.
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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
oney // https://asmaloney.com
twitter ~ @asmaloney <https://twitter.com/asmaloney>
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Is this even close to the right approach?
> >>
> >> (I'm using straight C++ - no QML.)
> >>
> >> Thanks!
> >>
> >> ---
> >> Andy Maloney // https://asmaloney.com
> >> twitter ~ @asmaloney <https://twitter.com/asmal
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
out of
the box. :)
Cheers,
Sean
>
> Harald
>
> 2016-04-18 15:28 GMT+02:00 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,
> >&g
;ve not tried the qtgraphicaleffects
module with core profile, it may well need porting which given the above
comment about not being able to detect profile in use may be interesting.
Other than that I think Qt Quick 2 works fine with the core profile. If you
find
something that doesn'
ew
> API that are coming like vulkan the interest will decrease, so this feature
> will be interesting only for few years.
That assumes a backend to Qt Quick that uses something which supports bindless
textures.
Cheers,
Sean
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KDAB
ur particular use case please? Maybe this is
something we can integrate for Qt 5.8?
> Does the backend of QML and Qt3D share the same Rendering backend?
No. The integration point is in the Scene3D item. Other than that Qt 3D is
distinct from Qt Quick.
Cheers,
Sean
>
> 2016-04-21 1
key frame and skeletal animations. More likely for 5.9 given we're
already well into the development cycle for 5.8 and we're still putting all
efforts into 5.7.
Hope this helps,
Sean
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istinct size of wheels, I need to know sizes of a mesh
> (something like size of 3d model collision box).
> Is there a way to get mesh cube size?
At the moment, no. This is something we may well add for 5.8. For now you'll
need to calculat
>
> // I add a framegraph component to: class CThreeDWindow : public
> Qt3DCore::QEntity
>
> // public:
>
> // CThreeDWindow(Qt3DCore::QNode *parent = 0);
>
>
> theApp->pCThreeDWindow->addComponent(pQFrameGraph);
>
>
> if(pScenesSet) // if it's a scene t
robably don't hear it often enough for all their
> work-and-contributions, but Qt3D is truly technology that pushes the entire
> industry.
Thanks Charley! That's very nice to hear (especially when battling an
uncooperative CI on a Bank Holiday weekend)!
Sean
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we're replacing something at the moment. Lots of commits lined up
but the CI is broken.
Sean
Thank you again.
On Apr 30, 2016 10:55 AM, "Sean Harmer" <mailto:sean.har...@kdab.com>> wrote:
>
> Hi,
>
> There's two things you need to consider:
>
>
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 exam
ase it in another way, is there a way to eliminate the 'new'
> keyword completely from my code-base when using QObjects with a parent?
Use smart pointers to only manage the root objects of your QObject hierarchies
and rely upon QObject to manage the child objects.
Cheers,
Sean
--
Dr
range", file
> c:\Users\qt\work\install\include/QtCore/qvector.h, line 419
> I can't figure out from what it come from, if it's due to a geometry I need
> more informations.
Run in a debugger and look at the backtrace for that assertion.
Cheers,
Sean
--
Dr Sean Harmer |
On Wednesday 18 May 2016 13:13:42 Calogero Mauceri wrote:
> GLX no
What OpenGL do you have? Any? You need the EGL (for OpenGL ES) or GLX for
"desktop" OpenGL typically. Make sure configure can find those headers etc.
Cheers,
Sean
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Dr Sean Harmer | sean.ha
guess for the interop we'd somehow need to expose the OpenGL context or
you could do like Scene3D item does and provide your own context. Means usign
some private API for now though.
Cheers,
Sean
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/interest
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0, 2016 at 2:52 PM, Sean Harmer <mailto:sean.har...@kdab.com>> wrote:
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/transparen
//github.com/Microsoft/DirectXTex
).
When using a lot of textures, the cost of performing the PNG decoding really
adds up, but worse is the resulting memory usage. Compressed textures help
with both.
Cheers,
Sean
>
> Pierre Chicoine
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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
Qt3DCore::QEntity*pLightEn
am not able to debug it with source code.
> >>>
> >>> 2016-06-16 17:35 GMT+02:00 Xavier Bigand :
> >>>> I am getting the following message when I unload a scene. I am simply
> >>>> deleting the entities I don't have to display anymore.
&g
orientation which is not what I'm looking for. Is there some better way to
> > do this?
> >
> > Cheers,
> > Ola
> >
> >
> >
> >
> > _______
> > Interest mailing list
> > Interest@qt-proje
Cheers,
Sean
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tTextureProvider functor to provide other properties?
2016-03-28 10:45 GMT+02:00 Sean Harmer
mailto:s...@theharmers.co.uk>>:
Hi,
sorry, forgot to reply to the texture part.
On 27/03/2016 23:53, Xavier Bigand wrote:
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,
> >
>
ng one entity per cube and drawing the edges using some custom geometry as
lines.
Cheers,
Sean
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Dr Sean Harmer | sean.har...@kdab.com | Managing Director UK
KDAB (UK) Ltd, a KDAB Group company
Tel. +44 (0)1625 809908; Sweden (HQ) +46-563-540090
Mobile: +44 (0)7545 140604
KDAB - Qt Experts
>
> Is there CMAKE files to build samples with Visual Studio?
You can generate MSVC project files using qmake -tp vc myexample.pro. We've
used this to then profile in Visual Studio with the nVidia nSight plugin.
Cheers,
Sean
>
> 2016-06-20 22:55 GMT+02:00 Sean Harmer :
> &g
the only
other thing we do is an include pragma. We use this for including the common
lighting code.
Cheers,
Sean
>
> 2016-06-21 11:26 GMT+02:00 Sean Harmer :
> > On Tuesday 21 June 2016 00:03:31 Xavier Bigand wrote:
> > > Thank you, it's super nice.
> > &g
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> p [3] http://doc.qt.io/qt-5/qt3d-multiviewport-example.html
> [4]
> https://github.com/qt/qt3d/blob/dev/src/render/framegraph/qfrustumculling.c
> pp [5] https://bugreports.qt.io/browse/QTBUG-42535
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On 06/07/2016 10:41, John C. Turnbull wrote:
Thanks - great to hear!
I am a firm believer in the significance that Vulkan will play in the
future of GPU based applications.
That's also my view. However, we are not yet at the stage where the
graphics API is the bottleneck for most work load
Hi,
the easiest way is to use a QObjectPicker component on your entity. By
default this uses raycast picking against the bounding sphere of your
entity's mesh. If this is not precise enough for you, you can enable
triangle-ray intersection testing by way of the QRenderSettings or you
can atta
Hey!
I just had my first play with the Vive today too. Peppe is already
looking into the SDK so that we can first get some pure Qt + OpenGL
examples working with it. Once we've gained a little experience with it
we will look at how to expose this to Qt 3D's API.
Cheers,
Sean
On 06/07/2016
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 actually performed. The
nterest mailing list
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KDAB (UK) Ltd, a KDAB Group company
Tel. +44 (0)1625 809908; Sweden (HQ) +46-563-540090
Mobile: +44 (0)7545 1406
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
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using the DiffuseMapMaterial which
gives me good results.
Cheers,
Ola
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Hi,
At the moment you can embed a Qt 3D scene into a Qt Quick scene (using a
Scene3D element) but not the other way around. This is something planned
for the future and there is a WIP patch to enable this on gerrit. It
uses QQuickRenderControl to draw into a texture.
Cheers,
Sean
On 08/07/
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