Nevermind, I figured it out. The QCamera can be accessed changed directly through QCamera::transform()->setMatrix().
On Sun, Dec 4, 2016 at 9:54 AM Philip Schuchardt <vpica...@gmail.com> wrote: > 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 > -- Phi|ip
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