The textures should be cached in a similar way to the shaders. If they are not in your case, it's a bug. Please file a test case.

Cheers,

Sean


On 20/06/2016 16:37, Xavier Bigand wrote:
I just put a QHash table to return the previous generated Qt3DRender::QTextureImageDataPtr, but it doesn't work.

Need I fill a bug for this?

2016-06-20 17:15 GMT+02:00 Xavier Bigand <flamaros.xav...@gmail.com <mailto:flamaros.xav...@gmail.com>>:

    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 <mailto: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 <mailto: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 <mailto: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


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-- Xavier




-- Xavier




-- Xavier




--
Xavier


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