Hello,
It is not expected to happen, no. The example is expected to work identically
with all the supported 3D APIs, but the noise texture is indeed sampled
differently when running with OpenGL. There is a patch upcoming to remedy this.
Best regards,
Laszlo
Fr
Hi Nuno,
You can always create an FBO on the fly for the purposes of the readback.
For example, something along the lines of:
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
texture, 0);
glReadPixel
Hi Nuno,
There is no immediate solution to this, or any similar cases where a
QSGMaterialShader subclass alters arbitrary OpenGL state, completely unknown to
Qt and the scenegraph renderer. (the number of such materials out there is
believed to be quite low, though)
The old Qt 5 approach is no
Hi,
As you found, QSGMaterialShader::GraphicsPipelineState allows specifying the
blend factors, and from Qt 6.5 on it also supports specifying separate RGB and
alpha factors.
However, the blend equation is always ADD. There is no way to change that
currently.
Best regards,
Laszlo
___
Hi,
>From Qt 6.6 on you can pull in the Qt Shader Tools module into the project and
>try using https://doc.qt.io/qt-6/qshaderbaker.html
If this is actually suitable for your use case, cannot say without more
details, because doing the heavyweight compilation and transpilation at runtime
is one
Hi,
Passing 0 as a renderbuffer object name is not going to work. Try using
https://doc.qt.io/qt-6/qquickrendertarget.html#fromOpenGLTexture with the
texture that is used as the color attachment of your OpenGL framebuffer object.
(actually that FBO is not useful in Qt 6 as one will be created i