On Thursday 10 Sep 2015 04:15:15 Bin Chen wrote: > 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.
View frustum culling will land at some point. We know it's missing at present. first step is to re-enable calculation of bounding volumes that was temporarily disabled in the port to the new buffer API. Laszlo has a patch that starts this. > Any thoughts? Do you have the option to use tessellation on your system? If so that's probably the best bet for now. Or some other form of level of detail. If you feel like contributing a LOD system or helping get the culling in place in Qt3D then you're more than welcome to help out here. I don't think the culling is that difficult to get in place. Cheers, Sean -- Dr Sean Harmer | [email protected] | Managing Director UK KDAB (UK) Ltd, a KDAB Group company Tel. +44 (0)1625 809908; Sweden (HQ) +46-563-540090 Mobile: +44 (0)7545 140604 KDAB - Qt Experts _______________________________________________ Interest mailing list [email protected] http://lists.qt-project.org/mailman/listinfo/interest
