Hi, guys, I am testing Qt3D to render a big triangle mesh, >1000,000 triangles. I put all triangles in one QAbstractMesh subclass and added to a QEntity, but it is very slow. Then I separate these triangles into a quadtree and map them into a QEntity hierarchy. It became even slower and doesn’t seem to cull nodes:(
I am wondering if I need to compute a QEntity's bounding box myself so the framework can cull nodes accordingly. Any thoughts? Thanks very much. Cheers. Bin _______________________________________________ Interest mailing list [email protected] http://lists.qt-project.org/mailman/listinfo/interest
