In the next step of porting my OpenGL application to Qt3D, I trying to use my existing camera and interaction code. My interaction code creates and manipulates QMatrix4x4's for projection and view matrixes. It seems like Qt3D's camera doesn't provide direct access of ViewMatrix. My question is how do I set this directly? Can I subclass QCamera and control it directly? Could I make my code Camera an entry and not use QCamera? How would Qt3D interpret my camera as a QCamera and set the necessary uniforms in the shaders. Also, how would this play with CameraSelector nodes in the framegraph? Would I have to make a custom CameraSelector framegraph node? The nice thing about direct control of the ViewMatrix is there's no mystery about how the math works. Without direct access to the ViewMatrix, it'll take me a decedent amount to port my camera code...
Also, how do you unproject a point on the screen using the QCamera and the viewport in Q3D? This is necessary for my interactions to work correctly. Thanks, Phi|ip -- Phi|ip
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