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

Xavier Bigand flamaros.xavier at gmail.com
Mon Jun 20 17:15:20 CEST 2016


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 <flamaros.xavier at gmail.com>:

> 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
>



-- 
Xavier
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