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Update old header.LGPL3 to header.LGPL
Change-Id: I8eac0cd6bbc276a56df487249cc459c0d4fab165
Reviewed-by: Jani Heikkinen <jani.heikkinen@theqtcompany.com>
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Change-Id: If9376bb6f93f4fec7a0a57401a5a3b24563b97f1
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I6ea0e9cc8dc296f00a0547f71cda67a9d26443a5
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I347aa5deea6521b43b9033e2200ab2f8b272f671
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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This will be needed to simplify the process of binding SSBO/UBO buffers.
Change-Id: Ice3bb97381328c5bddf1c9e46af30b4814ff2572
Note: ShaderData UBO handling temporarly disabled.
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: Ic821747677c9d2f117494d2ecfd89f47f982fa3f
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I6e3b763864587ac4b12f6a458f84d3642f20b32c
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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This class could be reused for any kind of GLBuffer (not just uniform buffer)
so rename it accordingly.
Change-Id: I978696534f64fc3717ac135af94e9fe44aa23fba
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I0a540dfdcbe5f28df38cf406c771c828e25abd64
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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This avoids countless unnecessary string allocations here.
Change-Id: I5f5b474ca7b335ccb7bf1083fd85aa85e3a9e8a4
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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This hurts particularly bad here as the key type is too large for QList
to be efficient, causing 140k QList node allocations with my test model.
Change-Id: I46b8e347520a768d71ba6ed02d161c40e3af3c59
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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This saves one QObject allocation per line of an obj file (which tend to
be quite large), for the QDeviceCloseNotifier in QTextStreamPrivate.
Change-Id: Ia5762f497782ee4356c2f807dd02f9ab73eccf70
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I0ad651a68441d3cd0f836c37304cdcb1effac455
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: I79e0b0d62e07a269ebfce99edff56d30da28494c
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: Iee0c2b50985d6c87f196877544f501eab33f6d37
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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Added a subMesh string property to the QMesh class.
This is passed to the ObjLoader and, if not empty,
it will only load the sub meshes at match.
The string is assumed to be a regular expression against
which sub mesh names are matched.
If the string is not a valid regex then a valid one
is constructed.
Change-Id: Iecc39af8a41429bb924fb1e3e47d8cbdb9ff1086
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: Id1649bf16330dba009549f3f7e0eab3aef0fadba
Reviewed-by: Andy Nichols <andy.nichols@theqtcompany.com>
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Change-Id: Id02b9c0664054bfbdef2a0c52e2d51383c4e5bfc
Reviewed-by: Andy Nichols <andy.nichols@theqtcompany.com>
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Now Qt3D sceneloaders plugins follow the same pattern as the rest of Qt.
This also makes the loading much more standard and less error prone.
Change-Id: Ibb5aae0a16d9d197a9c34fe2885dd5435e68d7eb
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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These includes seem to be left over from previous iterations.
Change-Id: I58945b72c354bfa8ebbe687d52d3eb146f021f70
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: If8b16f7a9d638f3dc18f719652647297d09842dc
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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This is for consistency between the C++ namespaces and QML imports and
with the other aspects.
Change-Id: I73392f138b4e519b12888f52530123e3d0ba445e
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I52c7d3fd3ff50211f2869df7e81e70ca1475d245
Reviewed-by: Andy Nichols <andy.nichols@theqtcompany.com>
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Update other aspects, tests and examples accordingly.
Change-Id: Ib1bcf0bdf4f5aec4422dc0c80bfc32b27fb1a317
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: Ic4a69123255c33990765ea3601e01914c2d8cb70
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I0c9e83e3142e6b083feb2cbcabcc4279de64b95b
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I79066df0df1fbac4f49e47c91c552fca0d4093bf
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: Iafdfc44bdc97c53974a2d47834a61914be06ac25
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I254f2205cd1587bb599d26a087c515d526bf289b
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Updated examples and tests accordingly.
Change-Id: I8848a88472de2302aa072fa11f21ea934672b7e6
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Task-number: QTBUG-48330
Change-Id: Ib31ff05c434d75b3533bc9b4b1879bc907320555
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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uniformbuffer.cpp(54): warning #68: integer conversion resulted in a
change of sign
Change-Id: I42e7ef1a481840699a8dffff13fed7c59b4ee503
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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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>
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The PKM format is easy to generate via f.ex. Android's etc1tool and
most GLES2 drivers come with support for GL_OES_compressed_ETC1_RGB8_texture,
making ETC1 ideal when targeting embedded/mobile.
Tested with Mesa (Intel, GL ES 3.0) and etc1tool.
It is important to keep in mind that mipmap generation may not be supported for
compressed textures, depending on the driver.
Change-Id: I8b0ff7b44a6684be714507f6c3e201493b60e57c
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I1f13cea4cf864dcf985d1f487e195509de9006e7
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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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>
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Uses a QGeometryFunctor to build the whole geometry
Change-Id: I86e39872759c5e68cd3b6526af6c033bacc4c82e
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I516c7b908147af05e34e6aa417a1028505e00ee9
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Also added a dataSize property to know the number of components per vertice (1 - 4)
Change-Id: Iaa7cee2a53958ed2ec2f603f3ffc7971c027991d
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: Ic896425284c69a4cd71365b592444ce7edbc2dc2
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: If3cb6c55ea80191c87470d8bed7a5a0c7b16d214
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Remove method that aren't needed anymore since the backend takes care of
creating and abstracting resources to be used with the Graphics Rendering API
Change-Id: Ib862fed16a4a775abfe85b707e33294f53a5b1a1
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I4b5a45c4486cd9210f1a3f81683508c5c48b82ef
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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- Switch QAbstractAttribute and QAbstractBuffer to QNode subclasses
- Get rid of all shared pointer when dealing with these (needed to expose to
QML and use the QObject ownership)
- Introduce QGeometryRender, QGeometry, QAttributeProvider,
QAttributeAggregator.
A QMesh component now is:
a QGeometryRenderer which specifies its QGeometry.
The QGeometry refererences n attributes. Each attribute references a QAbstractBuffer.
Change-Id: I49a10c11a605e5fe7c180af86a404f622e763f48
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Introduce a QAbstractFunctor class which QAbstractMeshFunctor and
QTextureDataFunctor subclass
Make all QAbstractFunctor subclasses implement an id() function (using
QT3D_FUNCTOR(Class)).
Use this id to compare to other QAbstractMeshFunctor and eventually
static_cast into right type if possible using the functor_cast member
function.
Change-Id: Iface956e6cd818cbef204d8fa7bf2bc23c6ffa3f
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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* Removed RenderTextureProvider which was never used
* Add cleanup method in TextureImageData to reduced memory consumption when
waiting for the object to be recycled by the resources manager
* Improved the TextureDataManager to keep track for each functor of all the
associated TextureImages which allows to release TextureImageData that we
don't need to keep
Change-Id: Id805fc0e7ef8d7c586eb77382bc66cd5e4cc8107
Task-number: QTBUG-47223
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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As opposed to just random data
Change-Id: I146a44bf8adfc35eb166943a6ad2d59ce323be5d
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Task-number: QTBUG-47123
Change-Id: Ied616d357af6b6043fc6c55c3af20581f79c565b
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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