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

Xavier Bigand flamaros.xavier at gmail.com
Tue Jun 21 00:11:23 CEST 2016


I am trying to check the material sample, but when launching the program
with gDebugger it can't be initialized with opengl render, always DX or the
software emulation (when I am trying to force the application attributs).

Is there CMAKE files to build samples with Visual Studio?

2016-06-20 22:55 GMT+02:00 Sean Harmer <sean.harmer at kdab.com>:

> 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>:
>
>> 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>
>> 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>
>>> 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>
>>>> 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
>>>>>
>>>>>
>>>>> _______________________________________________
>>>>> Interest mailing listInterest at qt-project.orghttp://lists.qt-project.org/mailman/listinfo/interest
>>>>>
>>>>>
>>>>>
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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
>
>


-- 
Xavier
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