[Interest] Qt3D, custom mesh and materials

Helmut Mülner helmut.muelner at gmail.com
Wed Apr 5 18:34:36 CEST 2017


Another question for the Qt3D experts:

I created a custom mesh by defining the following attributes: position,
normal, index, texCoord.
If I use a PhongMaterial, the mesh displays nicely:

        auto material = new Qt3DExtras::QPhongMaterial();
        material->setAmbient(QColor(85, 85, 128));
        material->setDiffuse(QColor(128, 128, 192));
        material->setSpecular(QColor(170, 170, 255));
        entity->addComponent(mesh);
        entity->addComponent(material);

If I use a QDiffuseMapMaterial, the mesh is black and I get a lot of the
same messages in the debug output:

[Qt3DRender::GLTexture] No QTextureImageData generated from functor

Code:
        auto material = new Qt3DExtras::QDiffuseMapMaterial();
        material->setShininess(70.0f);
        material->setAmbient(QColor(85, 85, 128));
        material->setSpecular(QColor(170, 170, 255));

        Qt3DRender::QTextureImage *diffuseImage = new
Qt3DRender::QTextureImage();
        diffuseImage->setSource(QUrl(QStringLiteral(":/diffuse.webp")));
        material->diffuse()->addTextureImage(diffuseImage);
        entity->addComponent(mesh);
        entity->addComponent(material);


And if I use this:
        auto material = new Qt3DExtras::QNormalDiffuseMapMaterial();
        material->setShininess(70.0f);
        material->setAmbient(QColor(85, 85, 128));
        material->setSpecular(QColor(170, 170, 255));

        Qt3DRender::QTextureImage *diffuseImage = new
Qt3DRender::QTextureImage();
        diffuseImage->setSource(QUrl(QStringLiteral(":/diffuse.webp")));
        material->diffuse()->addTextureImage(diffuseImage);
        Qt3DRender::QTextureImage *normalImage = new
Qt3DRender::QTextureImage();
        normalImage->setSource(QUrl((QStringLiteral(":/normal.webp"))));
        material->normal()->addTextureImage(normalImage);
        entity->addComponent(mesh);
        entity->addComponent(material);

... my mesh displays in simple dark blue and I get the same debug messages.

(I burrowed the texture images from the materials-cpp sample.)

What did I miss?

Best regards







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