I finally make it works, but I am not sure to do everything correctly. Firslty I change the way to attach the Texture to the QDiffuseMapMaterial :
QDiffuseMapMaterial* material = new QDiffuseMapMaterial(); Texture* diffuseTexture = new Texture(); // Instancing our custom Texture class to be able to load our file format instead of retrieving the QAbstractTexture of material diffuseTexture->setSource(texturePath); // Calling our custom file loader material->setDiffuse(diffuseTexture); The setSource method load and fill a Qt3DRender::QTextureImageDataPtr that is directly given at the added TextureImage. I don't know if it's the right thing to do everything in my implementation of QAbstractTexture. I am also curious on how set the anisotropy level. 2016-06-17 16:21 GMT+02:00 Xavier Bigand <flamaros.xav...@gmail.com>: > I am trying to understand how I have to use QAbstractTexture and > QAbstractTextureImage to load textures from our custom format. > > Our format is pretty simple and consist in a compressed file that contains > an header with all necessary informations : > - texture size > - precise texture format (PVRTCI_4bpp_RGBA, ETC1,...) > - number of mipmaps > > And it's naturally followed by the pixels buffer. > > If I understand correctly how it works the best way to manage it is to > create a Texture class that will load the file and instantiate TextureImage > corresponding to the number of mipmaps level I have. > > Am I right? > > -- > Xavier > -- Xavier
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