Hi, I have played with the tech preview of Qt3D 2.0 and I have some questions and wishes.
1. Transparency. It does not seem like Qt3D handles transparency at all. For instance, phong.frag always returns alpha=1.0. I would expect materials like Qt3D::QPhongMaterial to have an opacity parameter and that the renderer would first render opaque meshes and then transparent meshes sorted by depth. Ideally I would love to have support for OIT out of the box, but that may be too specialized. Will there be any support for transparent materials in the upcoming release? 2. Shared vertex buffers. How can multiple meshes share the same vertex buffer? 3. Updating vertex buffers. How can one update the vertices of an existing mesh? Qt3D::QAbstractMesh only expose the meshFunctor() function, so I don't see how to update an existing mesh with new vertex data. 4. Text. It would be nice with an example showing how to add text to a Qt3D scene. Both 2D (specified in screen coordinates) and 3D (specified in world coordinates). I'm only using C++, so that is what is of interest to me. 5. It would be nice to have a class like QTriangleMesh out of the box where the user can specify his own vertices, normals, indices, etc. I implemented such a class following the pattern of the Qt3D::QCylinderMesh implementation, but ended up with a copy of the vertex/index arrays in both the TriangleMeshPrivate and TriangleMeshFunctor class before they were actually used in the Qt3D::QAbstractMeshFunctor::operator()(). Is there a better way to handle this, to avoid all those copies of the data? 6. Polygon offset to handle z-fighting. 7. All examples in C++. In the tech preview, many of the examples were QML only. Thanks. I'm looking forward to see the progress in the next release! Best regards Harald Vistnes
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