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From: z: -20 to z: 20
Change-Id: Ifbae72c295f04875499b09c3609c4a8e8e7e2f33
Task-number: QTBUG-49800
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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From : -12 / -4 to 4 / 12. Obj file updated and
rotated 90deg on the X axis. Rotation sliders
for x, y and z corrected to all start on 0.
Change-Id: I43850a421029d1aef8f2f65526ce507ab22fef2b
Task-number: QTBUG-49800
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I6780d81672de7c81c9085bddbe481e689ca25132
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Change-Id: Ic8383e39f368e293d5d97fe7bb78b435538249af
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Let's avoid future confusion by using a custom extension for the
main JSON document. In case assimp gets upgraded to a future version
supporting glTF files for example, confusion can arise due to the
conflicting file extensions in the scene parser plugins.
Change-Id: I370cc45cc399cae4f425d86574ccea9cd6c59d4f
Reviewed-by: Andy Nichols <andy.nichols@theqtcompany.com>
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From z: -20 to z: 20
Change-Id: I99e1b725a2cf3118cd0d8d0713a90b2f6a85904d
Task-number: QTBUG-49800
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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From z: -40 to z: 40
Change-Id: Ifd4f3f9f21ef8d82255d7514976297b494adcbe7
Task-number: QTBUG-49800
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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From z: -40 to z: 40
Change-Id: Ie7f3fed84a8b92d9a09d5c46110d1b75e2a928b6
Task-number: QTBUG-49800
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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From z: -40 to z: 40
Change-Id: I56b18119d3f4afcfa7f51ca331aaa4693a78435d
Task-number: QTBUG-49800
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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From z: -40 to z: 40
Change-Id: I67506d849dd80043109a7aeb431348b09c21755a
Task-number: QTBUG-49800
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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From z: -40 to z: 40
Change-Id: Ibca8b082a76e93149676c44d9236f7a86c18f9af
Task-number: QTBUG-49800
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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From y: -100 to y: 80, z: -120 to z: 120
upVector Y changed to positive
Wine: z: -50 to z: 50 and removed angleX rotation
which was initially needed due to negative upVector
Change-Id: I054d1c18c5a3e6f68c9a3ddf4ea7d2a7f28c90a5
Task-number: QTBUG-49800
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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From z: -40 to z: 40
Change-Id: I4f9459beea8dd492834499714ad3066a5fef7b08
Task-number: QTBUG-49800
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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From z: -40 to z: 40
Change-Id: I5ca5c301de75f1688097a79594486d91b1425cb8
Task-number: QTBUG-49800
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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From z: -40 to z: 40
Change-Id: Id1a0cd76816bca52d0cb87569e843f88d40f1f37
Task-number: QTBUG-49800
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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From x: 10 to x: 9.5, z: 35 to z: 45
View from x: 10 to x: 9.5
This was to have the instanced items centered
Change-Id: I79c2f71f3e171932c015a6e911ccaee73d3e4ebe
Task-number: QTBUG-49800
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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From z: -10 to z: 10
Change-Id: I82537e802e9d3b45fdf2cbf3d7a95fdbfae50d4c
Task-number: QTBUG-49800
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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From z: -20 to z: 20
Change-Id: Icd629edb48ecadbd7cfe01d0be3aff7eb2cb0b0c
Task-number: QTBUG-49800
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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From z: -20 to z: 20
Change-Id: Ib416bd0d29b3ed4ee7fd37c4127119419ffe79d0
Task-number: QTBUG-49800
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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From z: -40 to z: 40
Change-Id: I7709857dfb55dea587a3dcdb29fbdf7628462e37
Task-number: QTBUG-49800
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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From z: -40 to z: 40
Change-Id: Ic764678ffd12c9ded39bed6a8e04a8fd6b382f59
Task-number: QTBUG-49800
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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From z: -20 to z: 20, y: -5 to y: 5
Change-Id: I195843e4f42f2b40a56b379a101c6c73b1018575
Task-number: QTBUG-49800
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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From z: -50 to z: 50, y: -250 to y: -300.
Change-Id: I35140599dde1d9075bce11936e15465def5d9317
Task-number: QTBUG-49800
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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From z: -50 to z: 50, y: -250 to y: 250. Model then made to appear on negative Y axis to keep displaying correctly.
Change-Id: I6b2bc97d16c6b6a318f2f1fde49cfbc994287e05
Task-number: QTBUG-49800
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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From z: -20 to z: 20
Change-Id: I5823541ee6a062f457595bc28101fb33809f8e7f
Task-number: QTBUG-49800
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Task-number: QTBUG-49800
Change-Id: I5ea57a174fed19687e66aa1be16b7c5430053f27
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I117648fe179fff981d0c19e610da6ba08e4c891e
Reviewed-by: Jake Petroules <jake.petroules@theqtcompany.com>
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I7e5ddf7b2effd676f177081ccc2440433df1bd22
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Hiding them in QAspectEnginePrivate and calling them when needed from
setRootEntity.
Change-Id: I4c3dfb19d84ae90cc15bbff29a4abd0705bb61dc
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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0.95 -> 0.01 to prevent eye-poppingly white specular highlights.
Change-Id: I3e765bad13afe991053932e73cea13b95c950c1c
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Reviewed-by: Andy Nichols <andy.nichols@theqtcompany.com>
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As opposed to (mostly) camera space. Oops.
While somewhat hidden with point lights, the problem became apparent with
directional lights.
Now that we have proper directional lights, change the default light, that is
used when no light components are specified at all, from point to directional
since this is cheaper and provides less surprises with arbitrary scenes.
Also remove the duplicate phongalpha vertex shader in the process.
Change-Id: I295660a1400b16b69e1516672e31794312ee48d1
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I61a4e072c1a2e00cdbcee917aa557e56fb8cb7c0
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: Icec2f9f207221e35ffdeeb594bb9b4dc6ef890f1
Task-number: QTBUG-49797
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: Idc2d544d242c552033ad4826fad7a2fd48bf9672
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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The sensitivity is defined as the recipricol of the number of pixels
the mouse is required to move to obtain the extreme axis value (-1 or
+1). That is if you set it to 0.1 you need to move the mouse 10 pixels
to get an axis value of magnitude 1. If it is 0.01, 100 pixels gives
an axis value of magnitude 1.
The user is responsible for applying any additional transformations in
a suitable handler.
Change-Id: I51cd28a17d4fc0b8461ac3e49efb26b2c66081b3
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I934a2b3b96db2be8d582059651338b69c4175320
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: Iecf4d0fcb42e41e486d8cd6bf943c09878c7bbb2
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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To prevent colliding with the standard Qt 3D type.
Change-Id: Ibf7b8b744dd23f1ced231e90486729be894a1be7
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Two animated lights with the position of the lights represented
as spheres.
Change-Id: I5e337a4c2932e75dc4d676d4d9b9349249f6b227
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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QAbstractLight becomes QLight and gets its own backend node. This way we can
easily gather all lights for the scene and filter them when building render
commands.
Both the frontend and backend remain a subclass of (Q)ShaderData
but will not be part of the ordinary ShaderData component list. This
prevents mixing up ShaderDatas and Lights but allows reusing the same
underlying infrastructure so that properties can automatically be
transformed for example. It is worth noting that the position property for
lights is now removed: the position is determined by the entity's (to which
the light component belongs) position.
A number of changes are made to ShaderData itself as backend subclassing
with different managers is not straightforward.
For now the distance between the rendered entity and the entity with
the light component is calculated and lights will be chosen based on
this distance. A framegraph node for controlling this will be added
in future patches.
No uniform setting or shader changes are included here.
Task-number: QTBUG-48834
Change-Id: I43a6c5f9420d4254d798c558bd58680b2b09eceb
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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This is like gltf but uses the original Collada asset and generates
a glTF model at build time. Now that the qgltf rule is in qtbase we
can freely use it in any examples.
This does not have the limitations the gltf example has: this will
function both with core profiles and ES.
Change-Id: I9f04cf8b77337d397e1aecd1ffb22b7ce7e15ef7
Reviewed-by: Andy Nichols <andy.nichols@theqtcompany.com>
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Earth clouds are in the correct place again.
Change-Id: Ic4ca6683d0196a66463d578d6d1587a762156750
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Fix the documentation issues that still remained broken after
renaming the namespaces/QML modules. Do further cleanup and
minor doc editing.
Change-Id: Iff38c8c1b99e7f712dc3f9ad07ecd37a747b3a26
Reviewed-by: Venugopal Shivashankar <venugopal.shivashankar@digia.com>
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Change-Id: If9100fbc1870c09d90c9c1df102cf9c0503b96cb
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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This covers all examples that can use the standard S, R, T order of
transformations with a single rotation.
Change-Id: Ief6741f9605742c545d8ef2be9bf8ab65164835d
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: If289d74601e2244d4175ba6b1ea3eb95df0bd50b
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Will be used to prove out the API. Perhaps we can extend this into a
more complete example to show how the scene hierarchy leads to
propagation of transformations.
Change-Id: I06ed5fdd8f38043d1b4a296e9fa8a07c54a736af
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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New simplified QTransform doesn't need these any longer. We now get a
nice reduction in QObject count when dealing with transformations.
Change-Id: I8ba8febada4ad1f05728aa848fb5e70a62028040
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Compound transformations are now built up using QMatrix4x4 in both QML
and C++. Updating examples accordingly.
Change-Id: I03c9abf1f6cdd1b56226dc0e16a7ad5ce84516dd
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I9f2442b49d825a36bef7036ee0893a17464bd73c
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Reviewed-by: Andy Nichols <andy.nichols@theqtcompany.com>
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