Scratch that, forgot to set the item size to fill the window. Changing that
fixes it in the standalone example.
From: Interest on behalf of Gil H
Date: Thursday, August 8, 2019 at 11:18 AM
To: Qt Interest
Subject: Re: [Interest] Qt3D Multiple color targets not working
Hi guys, I
QRenderTarget nodes in the frame
graph. It is “illegal” to have this kind of graph with Scene3D?
Thanks!
Gil
From: Interest on behalf of Gil H
Date: Wednesday, August 7, 2019 at 9:46 AM
To: Qt Interest
Subject: Re: [Interest] Qt3D Multiple color targets not working
3 different sub-trees in your framegraph. Each one will set the camera to use,
the filters to select the subset of the scene graph to draw and the FBO with
the target texture to render into.
Cheers,
Sean
On 01/08/2019 18:42, Gil H wrote:
Hello everyone, I’m sure I’m doing something wrong here
specifying the
output attachments of the fragment shader as well, and not require changes to
the shaders themselves.
Really appreciate the help and all the great work on Qt3D!
Gil
From: Paul Lemire
Date: Wednesday, August 7, 2019 at 3:03 AM
To: Gil H , Qt Interest
Subject: Re: [Interest
anything needed
on that side of things?
Gil
From: Paul Lemire
Date: Monday, August 5, 2019 at 2:36 AM
To: Gil H , Qt Interest
Subject: Re: [Interest] Qt3D Multiple color targets not working
Hi Gil,
I'm pretty sure that's because you are using the PhongMaterial which only
Hello everyone, I’m sure I’m doing something wrong here, but basically, I’m
trying to render multiple frame graph subtrees into multiple texture targets,
and then draw those as part of the final scene (kind of like seeing security
camera feeds on a few textured quads). Attached is my minimal te
If all you need is to have Scene3D as part of your QML but the entire entity
hierarchy come from C++, then you should be able to do that just by creating
the C++ entities and passing the root to the entity property of the Scene3D
item. You can set properties on QML items from C++ and you can re
some basic OpenGL.
If the frame is totally black, it’s a different problem you’ll need to debug,
but just a heads up that once you do get frames back, they won’t be what you
expect…
From: Jason H
Date: Monday, June 18, 2018 at 12:34 PM
To: Gil H
Cc: Qt Interest
Subject: Re: [Interest
Hi Jason, you need to check the handle type on the QVideoFrame. If
input->handleType() == QAbstractVideoBuffer::NoHandle then you can map the
memory directly, as you've tried. But on Mac, the handle type is
GLTextureHandle and you need to write some OpenGL code to get the texture
handle, re
Hi Nikita, if you can visualize the different viewpoints inside a single
Scene3D object with a custom frame graph and viewports, that would be easy.
See the Qt3D viewports example for that approach. But I can imagine some
scenarios that require a more flexible layout.
If you need multiple
Hi David, I logged this bug here: https://bugreports.qt.io/browse/QTBUG-64964
Feel free to comment on it to include your findings, and upvote so it actually
gets addressed :)
Cheers,
Gil
On 2017-12-18, 5:56 AM, "Interest on behalf of david crémoux"
wrote:
On 18.12.2017 13:44, Kon
On 20/09/2017 18:43, Gil H wrote:
> Hi everyone, between StencilMask, StencilTest, and StencilOperation QML
> items and their sparse documentation, I have been unable to achieve
> something fairly straightforward with a custom framegraph.
The render states work
Hi everyone, between StencilMask, StencilTest, and StencilOperation QML items
and their sparse documentation, I have been unable to achieve something fairly
straightforward with a custom framegraph. Specifically, I am trying to render
one object (say, a torus) to the stencil buffer, and then us
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