Hey,
I am currently developing an Android-App with Qt3D and try to use an own
OpenGL texture with the GL_TEXTURE_EXTERNAL_OES target as material.
Unfortunately, I haven't found a way to use an own texture, because
everything seems to be abstracted away, to also support DirectX.
The texture data is supplied from a system service, which is why I need
the GL_TEXTURE_EXTERNAL_OES-target.
In the shader using the texture, I would then also need to set:
#extension GL_OES_EGL_image_external : require
Is a use-case like this intended in any way, or is it currently simply
not possible to do this?
Thanks!
Markus Ebner
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