Hi all,
I'd also like to say a big thank you for all the work you have put into
Qt 3D. It is a great graphics API and is getting better with each
release. I would be more than happy to be a co-maintainer of Qt 3D
Render and will also help out with Qt 3D Core and the other modules.
I agree with
On 08/06/2018 05:03 PM, Mitch Curtis wrote:
-Original Message-
From: gr3...@gmail.com On Behalf Of Pierre-Yves
A default delegate looks like the sensible way to go indeed.
But should we REQUIRE one ? Why can't we just not instantiate something
when no fitting delegate is found ? That
at 13:35, Tor Arne Vestbø >>> <mailto:tor.arne.ves...@qt.io>> wrote:
>>>
>>>
>>>> On 2 Jul 2018, at 12:56, Svenn-Arne Dragly >>>> <mailto:svenn-arne.dra...@qt.io>> wrote:
>>>>
>>>> There are also many nice o
On 06/20/2018 01:01 PM, Tor Arne Vestbø wrote:
Good point, I was imagining it used only to verify style, not to auto-format.
Still, starting out with a few non-controversial rules would be a good thing.
I agree. For instance, it is clear from the patch discussion[1] that
line length/column co
On 03/09/2018 03:53 PM, Jason H wrote:
While I am excited about this, I still wonder that it's the right approach. By
right, I mean scalable.
After evaluating the WebGL platform (which I was excited about as well) had
having extreme performance issues, I foresee that this will has performance
A typical pattern in QtQuick is that a QQmlListProperty is the
default property, so declared children are automatically added. But
instead you have to declare the Components first, and then also add
them to a vector. Why is that? It seems needlessly cumbersome to
me. If Components are natura
On 09/15/2017 06:42 AM, André Hartmann wrote:
I'd like to push this discussion, because if code is converted to a
new base, it should be clear to everyone HOW to do so.
Great initiative! It would be great if the guidelines could be updated
to reflect the new standard.
What I like to add, is to e
On 01. feb. 2017 18:01, Sean Harmer wrote:
As such addons need to run within the blender runtime which is GPL, the addon
also needs to be GPL licensed.
I don't think this is the case for addons. They are scripts run by
Blender's Python interpreter, but (usually) don't link Blender's libraries.
Hi,
Are you trying to run the example on Android? If so, try to make a
simple Qt3D example with a QML Scene3D object, like this:
https://doc.qt.io/qt-5/qt3d-scene3d-example.html
I have had some trouble with running the other Qt3D examples on Android,
but I have not seen the same error messag
On 19. feb. 2015 13:04, Sean Harmer wrote:
> On Thursday 19 Feb 2015 11:56:18 Massimo Callegari wrote:
>> Hi Sean, this one:
>> https://bugreports.qt.io/browse/QTBUG-44497
> Hmm I'm still unable to reproduce that. Given the configuration space, it's
> certainly possible there's still a bug there a
Hi,
In my experience you also need to check out the dev branch of qtbase,
qtdeclarative, qtimageformats (optional) and qtxmlpatterns. Afterwards I
configure and compile with
make module-qt3d
This is on linux, and I'm not sure if it works with nmake, but that way
you only compile the necessa
Hi,
In my experience you also need to check out the dev branch of qtbase,
qtdeclarative, qtimageformats (optional) and qtxmlpatterns. Afterwards I
configure and compile with
make module-qt3d
This is on linux, and I'm not sure if it works with nmake, but that way
you only compile the necessa
On 16. okt. 2014 18:49, Sean Harmer wrote:
>
>
> We've not started testing Qt3D 2.0 on iOS yet but we will do shortly. If
> you wish to help out with this that would be very much appreciated. I
> don't know if James has made any attempt to build Qt3D on iOS yet or not.
>
Definitely! We don't have
to debug this issue?
We have been building the project via Qt Creator 3.2.1 on Mac OS X 10.9
with Qt 5.3.1
Best regards
Svenn-Arne Dragly
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asy to run and
test to be available in the default git repository (and binary
installations). Such as simple lighting, camera handling, animation,
etc. This will make it easier for newcomers to test Qt3D without having
to download the huge asset repository.
Best regards,
Svenn-Arne Dragly
_
On to. 21. nov. 2013 kl. 10.17 +0100, Svenn-Arne Dragly wrote:
> What I could do to yield better performance is to reuse the picking
> buffer from last time if it the scene has not changed. That way the
> same scene should be painted only twice - once for the view and once
> for
On to. 21. nov. 2013 kl. 09.40 +0100, Fabian Bumberger wrote:
>
>>
>>>
>>> while working on this, the temporary frame buffer used for picking
>>> had a size set to 8x8 pixels(!).
>>
>
>
> For picking the whole scene is rendered using the pick painter for
> every performed pick. And afaik, if you
On ma. 18. nov. 2013 kl. 15.59 +0100, Sean Harmer wrote:
> On Sunday 17 November 2013 23:11:32 Svenn-Arne Dragly wrote:
>> On Wed 06 Nov 2013 12:54:07 PM CET, Rutledge Shawn wrote:
>>> On 28 Oct 2013, at 10:35 PM, Svenn-Arne Dragly wrote:
>>>> Secondly, I was m
On Wed 06 Nov 2013 12:54:07 PM CET, Rutledge Shawn wrote:
>
> On 28 Oct 2013, at 10:35 PM, Svenn-Arne Dragly wrote:
>>
>> Secondly, I was missing a stereo option for the default QML Viewport
>> element, and decided to have a look at the implementation in QGLView to
>&g
just search/replace StereoViewport with Viewport in the
stereoviewport.cpp and stereoviewport.h files and you should be good to
go. The rest of the files in the repository are just copies of private
files already in Qt3D that I needed to compile.
Best regard
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