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 <s...@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@qt-project.orghttp://lists.qt-project.org/mailman/listinfo/interest > > > > _______________________________________________ > Interest mailing list > Interest@qt-project.org > http://lists.qt-project.org/mailman/listinfo/interest > > -- Xavier
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