Hi Qt 3D source code has an example of how to use render capture in the manual tests.
However this is probably not the right way to do it as 1/ it would require another FBO on top of the one QOpenGLWidget uses already; 2/ it transfers the image to the CPU which is not needed here. Think the way to do it is to do something similar to what is done for Scene3D: - setup Qt 3D engine to be in manual mode (rather than using the simulation loop) by calling QAspectEngine::setRunMode(QAspectEngine::Manual) - use QOpenGLWidget and in the paintGL method call QAspectEngine::processFrame() to have Qt 3D draw There’s of course lots of other stuff to setup. Might need a dummy offscreen surface to handle sizing, handling of the context, and a fair amount more. Mike > On 1 Sep 2020, at 16:51, Florian Blume <florian.bl...@tu-berlin.de> wrote: > > Hi, > > I'm trying to implement a Qt3D widget since createWindowContainer is not > suitable for me (always draws the Qt3DWindow on top of everything). > I've already asked a Stackverflow question > (https://stackoverflow.com/questions/63686309/use-qt3d-offscreen-rendered-texture-in-opengl) > because I ran into > several issues trying to display an offscreen texture that I render to > with Qt3D in a QOpenGLWidget (it simply doesn't display anything). > > Has anyone some other solution regarding a Qt3D widget? > > Best regards, > Florian > _______________________________________________ > Interest mailing list > Interest@qt-project.org > https://lists.qt-project.org/listinfo/interest — Mike Krus | mike.k...@kdab.com | Senior Software Engineer KDAB (UK) Ltd., a KDAB Group company Tel: UK Office +44 1625 809908 Mobile +44 7833 491941 KDAB - The Qt Experts, C++, OpenGL Experts
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