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.xav...@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 <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 > -- Xavier
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