Hi,
On 11/06/2016 14:00, Pierre Chicoine wrote:
Oleg
Wow. Thank you. It works.
It was the setparent that made it work. That is, instead of placing it
into the Instantiation of the the entity class.
I'm using 5.7rc on Linux Kubuntu
Pierre
//parentistherootentity
Qt3DCore::QEntity*pLightEntity=newQt3DCore::QEntity();//hangoffofroot
Qt3DRender::QPointLight*pQPointLight=newQt3DRender::QPointLight();
Qt3DCore::QTransform*pLightQTransform=newQt3DCore::QTransform();
pLightQTransform->setTranslation(QVector3D(0,0,300));
LightEntity->addComponent(pLightQTransform);
pLightEntity->addComponent(pQPointLight);
pLightEntity->setParent(this); <<<< setting the parent last and this
way made it work. Thanks again
That should be fixed on the 5.7.0 branch. If you find it is still an
issue, please file a JIRA.
Cheers,
Sean
On Sat, Jun 11, 2016 at 5:47 AM, Oleg Evseev <[email protected]
<mailto:[email protected]>> wrote:
I've just tested following in my app instead of directional light
sun entity and this works:
QEntity*en=newQEntity();
QPointLight*l=newQPointLight();
l->setColor("red");
Qt3DCore::QTransform*t=newQt3DCore::QTransform();
t->setTranslation(QVector3D(15.0f,0.0f,0.0f));
en->addComponent(t);
en->addComponent(l);
en->setParent(this);
I've tried to add this(my scene main entity) directly in entity
creator and it is still works (but you could try set parent latter
- there was bug in qt 3d relevant to this lately (before 5.7.0)).
I use almost last commit 5.7.0 from git.
--
Regards, Oleg.
2016-06-11 15:09 GMT+03:00 Pierre Chicoine
<[email protected] <mailto:[email protected]>>:
Oleg
Thanks for the reply.
Here's the code I hung off of the root entity. Didn't work.
Maybe I'm translating from QML improperly. ??
//parentistherootentity
Qt3DCore::QEntity*pLightEntity=newQt3DCore::QEntity(parent);//hangoffofroot
Qt3DRender::QPointLight*pQPointLight=newQt3DRender::QPointLight();
pLightEntity->addComponent(pQPointLight);
//pQPointLight->setColor(QColor::fromRgbF(1.0,1.0,1.0,1.0));
//pQPointLight->setIntensity(4);
//pQPointLight->setEnabled(true);
Qt3DCore::QTransform*pLightQTransform=newQt3DCore::QTransform();
pLightEntity->addComponent(pLightQTransform);
pLightQTransform->setTranslation(QVector3D(0,0,300));
On Sat, Jun 11, 2016 at 4:11 AM, Oleg Evseev
<[email protected] <mailto:[email protected]>> wrote:
Create new entity with transform and light components, add
this entity to the root entity to light the whole scene.
One light with one transform.
Run the "lights" example and you'll understand the principle.
Or you can "pack" several of such entities (with lights
and theirs own transforms) into one entity (and add it to
the root entity) with one transform to
[strike]rule[/strike] transform them all simultaneously.
It's up to you.
I've not tested all of this, but this is how it works
looking on examples.
Regards, Oleg.
2016-06-11 14:01 GMT+03:00 Pierre Chicoine
<[email protected]
<mailto:[email protected]>>:
With a point light, did you mean add a point light and
transform to every entity or to the root entity to
light the whole scene with one transform?
Thanks for the reply Oleg.
On Jun 11, 2016 3:52 AM, "Oleg Evseev"
<[email protected] <mailto:[email protected]>> wrote:
Do you mean point light?
Example "lights" is not what are you looking for?
This is in qml but obviously it is not so hard to
write it in c++ just add components QTransform and
QPointLight to the QEntity and it will work (I think).
Regards, Oleg.
2016-06-11 13:43 GMT+03:00 Pierre Chicoine
<[email protected]
<mailto:[email protected]>>:
Am I missing something simple. I can't seem to
position a light in QT3D
Any ideas anyone?
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