[Interest] [Qt3d] Rendering 3D object with 2D coordinates

Alex john blackbriar153 at gmail.com
Mon Mar 15 12:44:02 CET 2021


> Going the other way round (back-projection) can be done by e.g. QVector3D::unproject()

Thanks, as I'm referring the the wireframe example I was able to get
the camera projection matrix from Camera Qml.  However, I'm unsure how
to get the ModelView matrix and the viewport.

As I have loaded my custom obj in wireframe example and using the same
geometry and camera settings as its for wireframe, therefore can you
please let me know how this can be done at QML side? I did try to find
this in the documentation but didn't find the usage.




> On Mon, Mar 15, 2021 at 11:03 AM Alex john <blackbriar153 at gmail.com> wrote:
>>
>> Hello ,
>>
>> Im successessfully able to load the obj file in Scene3D, and by using
>> fromEulerAngles I'm able to get the required yaw, pitch and
>> roll.However, I'm not able to use the right translation to get the
>> object rendered. I get the x,y coordinates in pixels from the other
>> module and I need to render the 3d model exactly at that pixel
>> location. It turns out that the Transform type has translation and it
>> takes the input in 3d coordinates (not sure which unit) if I try to
>> assign the x,y coordinates to the 3d coordinates it renders somewhere
>> else. Seems like the x,y in the translation is not the pixel 2d
>> values, as even with a x=0.3 it deflects more than expected.
>>
>> Is there a way to assign the x,y 2d pixel values (as we do for
>> Rectangle {x: 100, y:100}) to the translation so that it is rendered
>> to the right place where it's desired.
>> _______________________________________________
>> Interest mailing list
>> Interest at qt-project.org
>> https://lists.qt-project.org/listinfo/interest


More information about the Interest mailing list