[Interest] [QT3D] 3d Object and texture loads
Sean Harmer
sean.harmer at kdab.com
Wed May 25 08:48:47 CEST 2016
On Tuesday 24 May 2016 10:36:30 Pierre Chicoine wrote:
> I believe I read somewhere in connection with Qt3D that there was a more
> organic object and texture type that loads faster into a mesh object that
> did not go through a heavy parsing stage. Is that accurate or should we
> continue to use obj or 3ds types for objects and jpg or png for textures?
For the Mesh element, Mauro is currently working on extending it to use a
plugin system to support more than just OBJ. He is adding support for loading
a named mesh from glTF initially but we may well add support for FBX too if we
can find a nice way to handle the licensing around the fbx SDK. We may well
also support a small binary format that is essentially a dump of the raw VBO +
index data plus a small header describing it. This of course will require
tooling to build such files at build time or as an offline step. We are looking
at this for Qt 5.8.
For textures, if your hardware supports it, there are various compressed
texture formats - I've had good results with BC6/7 formats. You may also wish
to assemble multiple tetxure images into a single texture file (and resulting
object) e.g. by creating texture arrays, cubemaps, cubemap arrays, plus
mipmaps and storing these into a single DDS file.
We are also looking at adding cross platform tooling for creating such
textures for 5.8. For now though, you'll need to use some other tools such as
those provided by microsoft (see https://github.com/Microsoft/DirectXTex
).
When using a lot of textures, the cost of performing the PNG decoding really
adds up, but worse is the resulting memory usage. Compressed textures help
with both.
Cheers,
Sean
>
> Pierre Chicoine
--
Dr Sean Harmer | sean.harmer at kdab.com | Managing Director UK
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