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* Temporarily expose window to QML contextSean Harmer2016-01-181-0/+2
| | | | | | | | | Allows to restore most of the QML examples using this approach until a more permanent solution can be developed (I have an idea on how to do this and will try it today). Change-Id: I9b9bb86a5323140be3ed2456cdfa91b1f93187b1 Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
* Add obj file to resources in wireframe exampleSean Harmer2016-01-171-1/+2
| | | | | | | Not sure how this got removed from this and other examples. Change-Id: I0ecf88d48052d63dfe5bbac0767ace8e13e9b662 Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
* Link examples against static libPaul Lemire2016-01-161-4/+4
| | | | | | | | | | | | | Contains: Qt3DWindow Qt3DQuickWindow QFirstPersonCameraController FirstPersonCameraController.qml This will allow to get rid of the Camera configuration hack Change-Id: I55c5634aa4c162f9dd2852d3258073a6352b426c Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
* Purge spurious execute permissions.Edward Welbourne2015-09-295-0/+0
| | | | | | | | Graphics, XML and text descriptions of objects don't need it. Change-Id: Ie01908ef848e09fcc4e08bc1f508496dbd85de29 Reviewed-by: Frederik Gladhorn <frederik.gladhorn@theqtcompany.com> Reviewed-by: Jędrzej Nowacki <jedrzej.nowacki@theqtcompany.com>
* Always Flip UV Coordinates in ObjloaderAndy Nichols2015-08-2015-0/+0
| | | | | | | | | | | | | | | | | | | Currently if you use a QMesh that has its geometry loaded from an obj file, the UV coordinates are such that the default loading behavior for textures is inversed over the Y axis, and now any textures provide must be preprocessed to be inversed over the Y axis as well. This is not consistent with the behavior of our scene loaders which allow for Textures to be loaded normally (right-side-up) and still get sampled correctly. This is because the scene loaders make sure to flip the UV coordinates when loading the asset. To be consistent, we now the UV coordinates when loading QMesh geometry with the Objloader. [ChangeLog][Qt3DRenderer][Objloader] UV Coordinates are now always flipped when loading QMesh Geometry from an obj source. Task-number: QTBUG-46815 Change-Id: I8c3ee5de5c8bbaf5967ef81059ed97eb85901ac2 Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
* Add support for loading scenes from glTF 0.8 filesAndy Nichols2015-08-0813-552/+860
| | | | | | | | | | | | | | | This patch includes a new scene parser plugin which enables the loading of glTF files (using the 0.8 spec) into Qt3D scenes. The gltf example has been updated to work with the current APIs and the asset files it used have been updated to match the glTF 0.8 spec requrements. Previously an unused copy of the GLTF scene parser was located in render/io. It was being built, but not used as only plugin based sceneloaders were loaded by the renderer. Now it should be usable and always available. Change-Id: Ic2e31e2b63a871559aad9bad90ec2820988a1571 Reviewed-by: Laszlo Agocs <laszlo.agocs@theqtcompany.com>
* Examples: added license filesLiang Qi2015-06-052-0/+38
| | | | | | | | | | | | gltf/LICENSE.md is from 4fb289da, https://github.com/KhronosGroup/glTF/blob/master/LICENSE.md (excluding third-party licenses - only glTF graphical assets are used in the examples). Task-number: QTBUG-45612 Change-Id: I66c7d7d3ef2ae8ad10feb74a1e7be41d6ac281ad Reviewed-by: Sami Makkonen <sami.makkonen@digia.com> Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
* Examples: Remove shared resource library.Friedemann Kleint2015-05-2012-198/+76
| | | | | | | | | | Split example-assets.qrc into smaller resource files per directory and add those to the examples as required. Task-number: QTBUG-45990 Change-Id: I0a5a6cee64dc23560e9e093f272ff0d90a6e2e97 Reviewed-by: Topi Reiniö <topi.reinio@digia.com> Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
* Move the examples under a qt3d subdirLaszlo Agocs2015-03-04104-0/+114293
Modules cannot have their examples in the top-level examples directory because in the pre-built packages all modules' examples are merged together. Change-Id: I80fdbb8f1ec6f3d8fd793e4d856e705000237127 Reviewed-by: Paul Lemire <paul.lemire@kdab.com>