I've been struggling with framegraphs for a very long time now and still don't feel like I understand their structure - what goes where or what kind of nodes can be attached to what. I can throw a bunch of things together, but when it doesn't work I have no idea how to track down what's missing or what's in the wrong place.
Can anyone give an outline of what a framegraph would look like to facilitate all of the following for a given scene: 1. rendering in a window onscreen 2. depth pass for shaders to use 3. render capture for taking "snapshots" of what the user is seeing onscreen 4. offscreen rendering of the current scene at a specified size (not the UI window size) 5. render capture of the offscreen scene to an image Using the forward renderer in Qt3DExtras, I can do (1) and (3), but I've been supremely unsuccessful at implementing any of the rest despite many many attempts - even working with the examples. (And the deferred renderer examples - which might help? - don't work on macOS.) I am using C++, not QML. I tried replacing my framegraph with a QML-specified one but can't get that to work either (see previous post to this list "[Qt3D] Mixing Quick3D and C++ nodes"). Can anyone please help? I'm stuck. Thank you. --- Andy Maloney // https://asmaloney.com twitter ~ @asmaloney <https://twitter.com/asmaloney>
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