Re: [Interest] Qt3D Framegraphs

2018-09-04 Thread Andy
On Mon, Sep 3, 2018 at 9:25 AM Paul Lemire wrote: > Glad to hear that, hopefully things are starting to make more sense now. > Getting there - thank you! On 09/03/2018 02:54 PM, Andy wrote: > > Progress! Here's my current framegraph: > > [snip] > > Question: > >1) I am using an RGBAFormat f

Re: [Interest] Qt3D Framegraphs

2018-09-03 Thread Paul Lemire via Interest
Glad to hear that, hopefully things are starting to make more sense now. On 09/03/2018 02:54 PM, Andy wrote: > Progress! Here's my current framegraph: > > RenderSurfaceSelector: >   Viewport: >     ClearBuffers: >   buffers: ColorDepthBuffer >   clearColor: "#EEfaebd7" >   NoDraw: {}

Re: [Interest] Qt3D Framegraphs

2018-09-03 Thread Andy
Progress! Here's my current framegraph: RenderSurfaceSelector: Viewport: ClearBuffers: buffers: ColorDepthBuffer clearColor: "#EEfaebd7" NoDraw: {} FrustumCulling: # OnScreen CameraSelector: objectName: onScreenCameraSelector RenderCapture:

Re: [Interest] Qt3D Framegraphs

2018-08-31 Thread Roland Hughes
Can we please quit quoting massive chunks of messages which exceed the "digest" trigger size so each message comes out as a new digest? -- Roland Hughes, President Logikal Solutions (630) 205-1593 http://www.theminimumyouneedtoknow.com http://www.infiniteexposure.net http://www

Re: [Interest] Qt3D Framegraphs

2018-08-31 Thread Andy
On Fri, Aug 31, 2018 at 10:30 AM Paul Lemire wrote: > Hi Andy, > Some ideas below :) > Thanks a lot Paul - answers inline. > On 08/31/2018 02:03 PM, Andy wrote: > > The contours/silhouetting proved a bit of a leap right now so I backed off > to look at the offscreen side of it. > > I removed t

Re: [Interest] Qt3D Framegraphs

2018-08-31 Thread Paul Lemire via Interest
Hi Andy, Some ideas below :) On 08/31/2018 02:03 PM, Andy wrote: > The contours/silhouetting proved a bit of a leap right now so I backed > off to look at the offscreen side of it. > > I removed the depth pass and am just trying to get a simple frame > graph working for on-and-off screen capture.

Re: [Interest] Qt3D Framegraphs

2018-08-31 Thread Andy
The contours/silhouetting proved a bit of a leap right now so I backed off to look at the offscreen side of it. I removed the depth pass and am just trying to get a simple frame graph working for on-and-off screen capture. I have the following frame graph (in YAML, but it should be clear): Rende

Re: [Interest] Qt3D Framegraphs

2018-08-24 Thread Andy
Paul: Thank you very much for the detailed responses! This has given me a lot more to work on/understand. The ClearBuffers part was very useful for understanding what's actually happening. This would be good info to drop into the QClearBuffers docs. I guess I now have to dive into render passes

Re: [Interest] Qt3D Framegraphs

2018-08-21 Thread Paul Lemire via Interest
On 08/21/2018 01:54 PM, Andy wrote: > Thank you so much Paul! > > That gives me something to start working on/pick apart. I see now how > onscreen vs. offscreen works and can concentrate on getting the > onscreen working the way I want first since they are very similar. > > 1) "I assume you want t

Re: [Interest] Qt3D Framegraphs

2018-08-21 Thread Andy
Thank you so much Paul! That gives me something to start working on/pick apart. I see now how onscreen vs. offscreen works and can concentrate on getting the onscreen working the way I want first since they are very similar. 1) "I assume you want to fill the depth buffer with a simple shader righ

Re: [Interest] Qt3D Framegraphs

2018-08-19 Thread Paul Lemire via Interest
Hi Andy, Please see my reply below On 08/15/2018 02:59 PM, Andy wrote: > I've been struggling with framegraphs for a very long time now and > still don't feel like I understand  their structure - what goes where > or what kind of nodes can be attached to what. I can throw a bunch of > things tog

[Interest] Qt3D Framegraphs

2018-08-15 Thread Andy
I've been struggling with framegraphs for a very long time now and still don't feel like I understand their structure - what goes where or what kind of nodes can be attached to what. I can throw a bunch of things together, but when it doesn't work I have no idea how to track down what's missing or