[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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>
>
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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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