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

Xavier Bigand flamaros.xavier at gmail.com
Thu Jun 2 20:39:56 CEST 2016


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 <flamaros.xavier at gmail.com>:

> 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 set only buffer, pixelType and pixelFormat on QTexImageData
> class.
>
>
> Need I also implement my own QAbstractTextureProvider functor to provide
> other properties?
>
>
> 2016-03-28 10:45 GMT+02:00 Sean Harmer <sh at theharmers.co.uk>:
>
>> 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 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 light sources,..., is it possible to
>> keep that?
>>
>> --
>> Xavier
>>
>>
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>
>
> --
> Xavier
>



-- 
Xavier
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