[Interest] [Qt3D] Custom texture loader and material shaders
Sean Harmer
sean.harmer at kdab.com
Mon Jun 20 22:55:53 CEST 2016
The textures should be cached in a similar way to the shaders. If they
are not in your case, it's a bug. Please file a test case.
Cheers,
Sean
On 20/06/2016 16:37, Xavier Bigand wrote:
> 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 <flamaros.xavier at gmail.com
> <mailto:flamaros.xavier at gmail.com>>:
>
> 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 <mailto: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 <mailto: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 <mailto: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
>
>
>
>
> --
> Xavier
--
Dr Sean Harmer | sean.harmer at 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
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