Hi, On Tuesday 04 April 2017 11:55:18 Igor Mironchik wrote: > Hi, > > Thank you. > > In QPlainGeometry I found that they use position, texture coordinate, > normal and tangent to describe vertex data. > > So my question is - why they need tangent, and why tangent defined with > 4 floats? > > //tangent > > *fptr++=1.0f; > > *fptr++=0.0f; > > *fptr++=0.0f; > > *fptr++=1.0f;
It depends what you want to do with the geometry in your shaders. The tangent is usually needed as part of normal mapping. If your shaders don't do that, then you may not need the tangent vectors. It's up to you to decide what vertex attributes you need to cater for what you want to do in your shaders. Cheers, Sean > > 04.04.2017 11:05, Oleg Evseev пишет: > > Hi, Igor > > > > Take a look on this examples in qt3d/tests/manual folder: > > > > custom-mesh-cpp > > custom-mesh-qml > > custom-mesh-update-data-cpp > > custom-mesh-update-data-qml > > > > I think they are exactly what you need. > > > > With regards, Oleg. > > > > 2017-04-04 11:01 GMT+03:00 Igor Mironchik <igor.mironc...@gmail.com > > > > <mailto:igor.mironc...@gmail.com>>: > > Hello, > > > > Did anybody see any very simple example of Qt3D geometry creation. > > Let it be a simple plain ellipse. Can anybody explain in a few > > words what should be done to generate such geometry in 3D. > > > > Thank you. > > > > _______________________________________________ > > Interest mailing list > > Interest@qt-project.org <mailto:Interest@qt-project.org> > > http://lists.qt-project.org/mailman/listinfo/interest > > <http://lists.qt-project.org/mailman/listinfo/interest> -- 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 _______________________________________________ Interest mailing list Interest@qt-project.org http://lists.qt-project.org/mailman/listinfo/interest