I took a look with nsight and it appears that my textures are currently loaded many times, certainly one for each object instance.
Need I manage textures resources my self? 2016-06-02 20:39 GMT+02:00 Xavier Bigand <flamaros.xav...@gmail.com>: > 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 > -- Xavier
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