On Tuesday 21 June 2016 00:11:23 Xavier Bigand wrote: > 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?
You can generate MSVC project files using qmake -tp vc myexample.pro. We've used this to then profile in Visual Studio with the nVidia nSight plugin. Cheers, Sean > > 2016-06-20 22:55 GMT+02:00 Sean Harmer <[email protected]>: > > 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 <[email protected]>: > >> 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 < <[email protected]> > >> > >> [email protected]>: > >>> 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 < <[email protected]> > >>> > >>> [email protected]>: > >>>> 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 < <[email protected]> > >>>> > >>>> [email protected]>: > >>>>> 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 > >>>>> [email protected]http://lists.qt-project.org/mailman/listin > >>>>> fo/interest > >>>>> > >>>>> > >>>>> > >>>>> _______________________________________________ > >>>>> Interest mailing list > >>>>> [email protected] > >>>>> http://lists.qt-project.org/mailman/listinfo/interest > >>>> > >>>> -- > >>>> Xavier > >>> > >>> -- > >>> Xavier > >> > >> -- > >> Xavier > > > > -- > > Xavier > > > > > > > > -- > > Dr Sean Harmer | [email protected] | 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 -- Dr Sean Harmer | [email protected] | 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 _______________________________________________ Interest mailing list [email protected] http://lists.qt-project.org/mailman/listinfo/interest
