I am trying to check the material sample, but when launching the program with gDebugger it can't be initialized with opengl render, always DX or the software emulation (when I am trying to force the application attributs).
Is there CMAKE files to build samples with Visual Studio? 2016-06-20 22:55 GMT+02:00 Sean Harmer <sean.har...@kdab.com>: > 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>: > >> 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> >> 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> >>> 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> >>>> 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 >> > > > > -- > Xavier > > > > -- > Dr Sean Harmer | sean.har...@kdab.com | Managing Director UK > KDAB (UK) Ltd, a KDAB Group company > Tel. +44 (0)1625 809908; Sweden (HQ) +46-563-540090 > Mobile: +44 (0)7545 140604 > KDAB - Qt Experts > > -- Xavier
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