Hi Gil,
With an FBO with multiple textures attached each texture will still have
the same pixels rasterised. You can't draw different cameras and scenes
into each texture at the same time. Well something like that can be done
with some advanced use of the geometry shader but I don't think that
only.
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Hi,
At present I think using a material per entity is the easiest way to
achieve this. Make an effect that you can share between all your
wireframe material instances and then "override" the line width in the
state set. I think that should work.
Cheers,
Sean
On 06/02/2019 08:20, Volker End
That would also be horribly slow for large frames. I'd suggest using a
fragment shader to perform the conversion then glReadPixels to get it
back to the CPU (or even better pass the texture id to gstreamer if it
can work with them and avoid the round trip).
Cheers,
Sean
On 07/11/2018 16:23,
Hi Andy,
In your main, set up the desired QSurfaceFormat, use it to try to create
a context, and check the results. If that works great, destroy it and
carry on with that as the default surface format. Otherwise, drop down a
level and try again until you find a surface format that works.
Che
On 27/08/2018 11:18, Volker Enderlein wrote:
Am 27/08/2018 um 11:31 schrieb Sean Harmer:
On 27/08/2018 07:31, Volker Enderlein wrote:
Hi,
does the Qt3D GeometryRenderer class support TriangleStrip
primitives with restartIndexValue separated Strips?
Yes. Set the primitiveType property to
On 27/08/2018 07:31, Volker Enderlein wrote:
Hi,
does the Qt3D GeometryRenderer class support TriangleStrip primitives
with restartIndexValue separated Strips?
Yes. Set the primitiveType property to LineStrip and you can specify the
restart index value with
https://doc.qt.io/qt-5/qt3drende
Forwarded Message
Subject:Re: [Interest] [Qt3d] Textures flickering
Date: Sun, 29 Jul 2018 21:09:23 +0100
From: Sean Harmer
To: interest@qt-project.org
Hi Oleg,
* Change the near plane and far plane properties of the camera so you
get greater depth
I was exporting from blender to glTF for greater control that wahat you
get with assimp importing blend files.
In general be cautious of importing blend files for direct realtime use
as the models are often created for path-traced rendering rather than
real time constraints. It's usually bette
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le));
pQSkyboxEntity->addComponent(skyTransform);
}
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KDAB will also
continue to support the community and we do not wish to hinder or
obstruct any development.
Rest assured that Qt 3D will continue and that we have some large
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("Transform",
> QVariant(Qt3DCore::QTransform)); because QTransform is not usable as
> metatype.
>
> How would I do that, or should I use an entirely different approach?
>
>
> Cheers Volker
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cient, and doesn't solve the multiple context
> problem. Is there any way at all in Qt to achieve the goal of using
> multiple widgets as OpenGL drawing surfaces, without requiring that each
> widget has its own individual context and set of resources? Thanks,
> Jonathan Poncele
render capture to be set.
Cheers,
Sean
>
> Or am I going about this the wrong way?
>
> (It would be nice to have a class like the Qt3DWindow one specifically for
> offscreen rendering.)
>
> ---
> Andy Maloney // https://asmaloney.com
> twitter ~ @asmaloney <h
#x27;ve asked for someone here to try to locate a rasp pi 3 and see what needs
fixing there. It's purely shader issues. There's nothing fundamentally wrong
we're doing for ES 2 support.
Cheers,
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've read on this list.
Cheers,
Sean
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;d be doing would be...
> closer to worst-practices than best-practices but maybe someone
> knowledgeable can make a nice Qt3D example ?
Interesting! Thanks for the pointer, I wasn't aware of this. I'll see if we
can take a look at doing this.
Cheers,
Sean
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d this kill parallelism?).
>- Don't use synchronous rendering. But this would require me to heavily
>patch QRenderAspect I guess. At least two not-yet-customizable steps must
> be altered:
> - Render to a texture owned by the SDK which we only have a
> GLuint texture-i
nto a proper example. :)
Cheers,
Sean
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On 21/06/2017 14:16, Elvis Stansvik wrote:
2017-06-21 14:23 GMT+02:00 Viktor Engelmann :
On 21.06.2017 13:22, Elvis Stansvik wrote:
...
However, I was hesitant to create a Qt bug report as I'm not at all
sure yet that it's a Qt problem. There's still a possibility that it's
a bug in the VTK r
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profile for modern GL or no
profile for legacy GL. I assume that you actually need some GL 4.1 features if
that's what you're asking for. It seems like the QtWebEngine check on GL
version/profile is broken as the compatibility profile should be, well,
compatible with legacy GL.
Che
then QMap may be a better fit.
It all depends what you are using this data for.
Cheers,
Sean
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ibute goes down finally to opengl calls.
Thank in advance for help.
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Hi,
On 19/04/2017 01:20, Ch'Gans wrote:
On 18 April 2017 at 22:58, Sean Harmer wrote:
Hi,
On 18/04/2017 10:10, Ch'Gans wrote:
Hi there,
I have just tried the sky box entity with Qt-5.9-beta, and found a
small problem:
If you don't specify a basename or if the basename is
Hi,
On 18/04/2017 10:10, Ch'Gans wrote:
Hi there,
I have just tried the sky box entity with Qt-5.9-beta, and found a
small problem:
If you don't specify a basename or if the basename is malformed, the
GUI will freeze.
As the documentation doesn't specify that the basename should be in a
QUrl co
Hi,
On 15/04/2017 11:45, Oleg Evseev wrote:
Hi,
I have a Scene3D with different QEntities.
One of the entity have a slot with calculations which involves updating
QGeometry of one of its child (QEntity) and sometimes creating new child
entity.
I'm looking for a way to move those calculations i
Hi,
could you provide a test case for this please? Not sure what could be
wrong off hand.
Cheers,
Sean
On 14/04/2017 17:51, Oleg Evseev wrote:
Hi,
Cause Sean is now get busy with SkyboxEntity, I take this opportunity to
ask what could be wrong:
Related to qt3d I have Qml with loader that
ve plus
~100MB additional
memory.
As I can see this memory still reachable. But why 3Dtree allocates
more and more
memory and doesn't use freed one?
13.04.2017 9:58, Sean Harmer пишет:
Hi,
On 13/04/2017 07:09, Igor Mironchik wrote:
Hello,
3Dtree has been updated. Now autumn is animated. Rem
On 13/04/2017 10:14, Igor Mironchik wrote:
Hi,
13.04.2017 12:02, Sean Harmer пишет:
Hi,
On 13/04/2017 09:33, Igor Mironchik wrote:
Hi,
13.04.2017 9:58, Sean Harmer пишет:
Hi,
On 13/04/2017 07:09, Igor Mironchik wrote:
Hello,
3Dtree has been updated. Now autumn is animated. Removed
Hi,
On 13/04/2017 09:33, Igor Mironchik wrote:
Hi,
13.04.2017 9:58, Sean Harmer пишет:
Hi,
On 13/04/2017 07:09, Igor Mironchik wrote:
Hello,
3Dtree has been updated. Now autumn is animated. Removed hand-made
classes of leaf geometry and mesh. Now example uses ready mesh prepared
in
e,m_rootEntity);
m_tree->setAge(0.0f);
m_tree->updatePosition();
m_tree->placeLeafs();
}
But a lot of memory are eaten.
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. Should be simple to add. Take a look at the other render states
if you want to contribute it.
Cheers,
Sean
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ia, then you web
browser, email client etc all perform some level of caching to
persistent media to improve performance.
Sean
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/www.infiniteexposure.net
http://www.johnsmith-book.com
http://www.logikalblog.com
http://www.interestingauthors.com/blog
http://lesedi.us/
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gt; > thickness. Top has 8 faces, bottom - 8, lefts side 8 and right side 8.
> > Total 9*2 vertices. Top vertices has Z = 0.0, bottom Z = -0.01. But
> > when leaf is rendered it looks a little convex.
> >
> > Is it normal, or am I missed something?
> >
> > Lo
ny way to do that?
Use a QnetworkAccessManager to fetch the file first.
Cheers,
Sean
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> Thanks,
> Chris
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Thanks
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same debug messages.
(I burrowed the texture images from the materials-cpp sample.)
What did I miss?
Best regards
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On Wednesday 05 April 2017 16:30:52 Igor Mironchik wrote:
> Hi,
>
> 05.04.2017 16:12, Sean Harmer пишет:
> > On Wednesday 05 April 2017 15:55:48 Igor Mironchik wrote:
> >> Hello,
> >>
> >> Can I apply Qt3DCore::QTransform to the QVector3D?
> >>
Pre-multiply your vector
by the matrix to get the resulting transformed vector:
v' = M v
Sean
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ate it
> >>>> around vector N?
> >>>>
> >>>> Thank you.
> >>>>
> >>>> And what is the measurement of angle in rotationX() of
> >>>> Qt3DCore::QTransform?
> >>>>
> >>>> I need to calc
head's up.
Sean
Best regards,
Helmut M
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words what should be done to generate such geometry in 3D.
> >
> > Thank you.
> >
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> >
#x27;m not going to write them by hand. :)
Cheers,
Sean
>
> TIA,
> Stefan
>
> [1] http://www.kdab.com/opengl-in-qt-5-1-part-1/
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accessible in your application (perhaps some scene or
application state object) and export that to QML (if using QML). You can share
the same QLayer object between all Entity's.
Cheers,
Sean
>
> Thanks!!
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C++.
I'd like to see a proof of concept from someone.
This may be of interest:
https://danieldinu.com/posts/observable-c-expressions-using-the-observable-library/
Cheers,
Sean
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display a 3D model with
> SceneLoader, I could probably figure out how to draw this in my scene graph
> as well, but hoping there's another way)
>
> Another idea I had was to somehow call my SceneGraph as a render pass,
> instead of on the before/after rendering signals, but I a
Hi,
could you file a JIRA with a test case please? Which version of Qt is
this with?
Thanks,
Sean
On 07/03/2017 17:00, Kamil Zaripov wrote:
Hi,
I have entities that should be created and deleted at runtime. Entity
have only material and mesh component. Material is QDiffuseMapMaterial
wi
und, keyboard and mouse events won't be handled
> Trying to assign a non shareable component to more than one Entity
> QOpenGLShader::link: ERROR:OPTIMIZER-3 (fragment shader, line 41) Support
> for for loops is restricted : right side of condition expression must be
> constant
> Fa
mat returns -1, -1, -1, and -1 for alpha, red,
green, and blue. I'm on macOS 10.12.1 with an AMD Radeon HD
6770M 1024 MB.
On Fri, Dec 9, 2016 at 3:26 AM Sean Harmer mailto:sean.har...@kdab.com>> wrote:
On 09/12/2016 00:28, Philip Schuchardt wro
> > Invalid parameter passed to C runtime function.
> >
> > I keep the dlls in the target folder for my debug builds so that I
> > can use a 3rd party program (Memory Validator) to check memory.
> >
> >
> > ___
> > Interest mailing l
Hi,
Propagation of enabled/disabled is currently handled per aspect as there
are use cases for both propagating and not doing so.
For the specific use case you have of hiding/showing groups of entities
you can use the QLayer component along with QLayerFilter node(s) in your
framegraph.
Che
Hi,
there's some changes in this area on gerrit from Zeno awaiting review.
Feel free to take a look, otherwise I'll hopefully get time for those
next week. I'm still playing catchup following a lot of travel in the
last few months.
Cheers,
Sean
On 09/12/2016 07:51, Michael Sué wrote:
Hi,
On Mon, Nov 28, 2016 at 6:48 AM Juan Jose Casafranca
mailto:jjcas...@gmail.com>> wrote:
I will have a better look to how the aspect translates the
framegraph node to opengl commands.
Thanks!
2016-11-28 12:42 GMT+01:00 Sean Harmer mail
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Hi,
On 05/12/2016 18:54, Philip Schuchardt wrote:
I want to render QML to an OpenGL texture through a framebuffer and then
share that texture with Qt3D.
there is a working WIP progress implementation of this on gerrit at:
https://codereview.qt-project.org/#/q/status:open+project:qt/qt3d+branc
:34 PM, "Philip Schuchardt" mailto:vpica...@gmail.com>> escribió:
Awesome, thanks!
On Mon, Dec 5, 2016 at 12:32 PM Sean Harmer mailto:sean.har...@kdab.com>> wrote:
On 05/12/2016 16:37, Philip Schuchardt wrote:
> Awesome! Thanks! I really like the ent
ector framegraph node's camera
property is intentionally typed as QEntity* for this reason.
Cheers,
Sean
On Mon, Dec 5, 2016 at 3:52 AM Sean Harmer mailto:sean.har...@kdab.com>> wrote:
Hi,
I see you found it already but I'll explain for posterity. All Qt 3D
wants
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6-11-28 12:11 GMT+01:00 Sean Harmer :
> > On Monday 28 November 2016 11:48:14 Harald Vistnes wrote:
> > > Hi,
> > >
> > > yes, this would be a most welcome feature.
> > >
> > > Concerning Jira, it has already been requested multiple times
> &
nto this it would be great.
I'll see if someone can take a look. I may have some time next week if nobody
else can.
Cheers,
Sean
>
> Thanks,
> Harald
>
> 2016-11-28 11:41 GMT+01:00 Sean Harmer :
> > On Monday 28 November 2016 11:40:10 Juan Jose Casafranca wrote:
> &g
stmas vacations :-)
Awesome! Drop by #qt-3d on irc if you need anything.
Cheers,
Sean
>
> 2016-11-28 11:31 GMT+01:00 Sean Harmer :
> > Hi,
> >
> > On Monday 28 November 2016 11:22:30 Juan Jose Casafranca wrote:
> > > Hi Sean,
> > >
> > > is th
to do it for 5.9 but the feature
freeze is approaching. In either case could you file a JIRA for it please?
Thanks!
Sean
>
> Cheers
> Juan José
>
> 2016-11-28 11:13 GMT+01:00 Sean Harmer :
> > On Monday 28 November 2016 02:23:59 Philip Schuchardt wrote:
> > > I'm
of Qt's documentation.
Yes this is something I really want to have a push on in the near future.
Cheers,
Sean
> Perhaps,
> I'm just missing something from the undocumented documentation.
>
> Thanks,
> Phi|ip
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On 08 Nov 2016, at 11:01, Sean Harmer mailto:sean.har...@kdab.com>> wrote:
Hi,
On 07/11/2016 08:40, Alexandru Croitor wrote:
Hi,
from Qt 5.4.0 changes file:
rcc now supports an optional, two-pass compilation that improves build
tim
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oblem.
> >
> > When the timer timeouts and the changeScene is called again, the process
> > is reapeated, but now, no red plane is shown. This is exactly the same
> > problem I'm having in the complete code. I dont know why I'm having this
> > behavior. With this
Hi,
could you file a JIRA please ideally along with a small test case that
reproduces the issue.
Many thanks!
Sean
On Monday 03 October 2016 13:40:36 Juan José Casafranca wrote:
> Hello!
>
> I'm posting to act some questions about Qt3D.
>
> I'm trying to show some information for my program.
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Hi,
please do open a JIRA. However, it is more natural to share the Geometry
rather than the GeometryRenderer component itself.
Cheers,
Sean
On 30/09/2016 15:18, Xavier Bigand wrote:
I found a workaround :
QGeometryRenderer*clonedGeometryRenderer=newQGeometryRenderer();
QGeometry*clonedMe
file ?
Render it in tiles then use something other than QImage to stictch them
together afterward.
Cheers,
Sean
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KDAB (UK) Ltd, a KDAB Group company
Tel. +44 (0)1625 809908; Sweden (HQ) +46-563-540090
Mobile:
Qt QUick 2 item.
Cheers,
Sean
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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
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Else the automatic batching could be applied on meshes that doesn't have
a transformation and don't require to be rendered in a particular order
(like those with alpha).
I'll made some tests on our engine to evaluate the performance win, it
may be insignificance due to the sort.
201
custom item so it should be possible to do something similar for VTK but
I have not tried it.
I would be grateful, if somebody can give me an helpfully answer
regarding to my questions.
Please feel free to post any follow up questions.
Cheers,
Sean
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spot.co.uk/2011/09/single-pass-wireframe-rendering_11.html
If you get this to work, please consider contributing a patch to that example.
Good luck,
Sean
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KDAB (UK) Ltd, a KDAB Group company
Tel. +44 (0)1625 809908; Sweden (HQ) +46-563-540
/codereview.qt-project.org/#/c/168129/
or you could cherry pick those to your local build. There might be some other
dependencies that went in earlier but I'm not sure without doing more digging.
Cheers,
Sean
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Dr Sean Harmer | sean.har...@kdab.com | Managing Director UK
KDAB (UK) Ltd, a
your experiences. Perhaps in the
future we will build some higher level primitives like Qt Data
Visualization has on top of Qt 3D but for now we have other priorities
such as key frame animation support. If you really want such a feature
though please file a JIRA or contact us.
Cheers,
Sean
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Dr
acking is
presented as two 4x4 matrices for the eyes which we can use to render into an
FBO for each eye (or two areas on one FBO depending upon the SDK).
You're more than welcome to contribute this if you are interested and have
time. :)
Cheers,
Sean
>
> thanks
> Marco Piccoli
GMT+03:00 北风刮到脸上 <1158292...@qq.com
<mailto:1158292...@qq.com>>:
hello Sean Harmer:
i am now using qt5.7 with qt3d module,now i want to load a obj
mesh like this:
Qt3DCore::QEntity *meshEntity = new Qt3DCore::QEntity(rootEntity);
Qt3DRender::QMesh *mesh = new Qt3
Hi,
On 12/07/2016 09:18, Harald Vistnes wrote:
Oleg,
Did you try putting the ClearBuffers as a child of the first
LayerFilter? Then the second LayerFilter can be a leaf node.
* Viewport
** RenderSurfaceSelector
*** CameraSelector
LayerFilter [layer = opaque]
* ClearBuffers
Lay
Cheers,
Sean
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rections in advance. Thank you!
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Regards, Oleg
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T
Hi,
At the moment you can embed a Qt 3D scene into a Qt Quick scene (using a
Scene3D element) but not the other way around. This is something planned
for the future and there is a WIP patch to enable this on gerrit. It
uses QQuickRenderControl to draw into a texture.
Cheers,
Sean
On 08/07/
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