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  1. Apr 24, 2020
  2. Mar 30, 2020
  3. Mar 20, 2020
  4. Mar 16, 2020
  5. Mar 13, 2020
    • Laszlo Agocs's avatar
      rhi: Enable custom materials with lighting and shadows · 61e08f24
      Laszlo Agocs authored
      
      ...as much as possible.
      
      Introduces custom material support for lighting, light probes, and shadow
      mapping. Also blending and culling modes.
      
      Also handles uEnvironmentMappingEnabled correctly for custom materials
      now. This means that setting it to false actually disables sampling the
      environment map texture.
      
      It is worth noting that the built-in custom material shaders are not
      prepared and, as of now, should not be expected to handle lighting: it
      seems they were not created with lighting and shadow maps in mind. This
      means they will not correctly participate in lighting and shadowing, even
      when environment mapping is disabled. It is out of scope for this patch to
      handle this further.
      
      Task-number: QTBUG-82245
      Change-Id: Id70714ef45c8e4b9824aaa626ca7b5ad410a7887
      Reviewed-by: default avatarPaul Olav Tvete <paul.tvete@qt.io>
      61e08f24
  6. Mar 09, 2020
    • Laszlo Agocs's avatar
      Change blendmodes example into a manual test · 95ebce25
      Laszlo Agocs authored
      
      It is not quite useful to demonstrate Qt Graphical Effects, especially
      when the name (blend modes) misleads people thinking about blending within
      the 3D content.
      
      Graphical Effects may also not be a supported module in 6.0 so relying on
      it should be avoided.
      
      Task-number: QTBUG-82283
      Change-Id: I5f1af731410add6cedd52f8fe952ebef2991e00a
      Reviewed-by: default avatarEirik Aavitsland <eirik.aavitsland@qt.io>
      95ebce25
  7. Mar 04, 2020
  8. Mar 03, 2020
  9. Feb 27, 2020
  10. Feb 25, 2020
  11. Feb 20, 2020
  12. Feb 18, 2020
  13. Feb 10, 2020
  14. Feb 09, 2020
    • Laszlo Agocs's avatar
      examples: Make Underlay backgrounds identical · 9d7886d4
      Laszlo Agocs authored
      
      With QSG_RHI=1 the scenegraph always clears when it starts the renderpass.
      It is no longer possible to circumvent this and
      QQuickWindow::setClearBeforeRendering() has no effect with the RHI
      rendering path, as documented. As a consequence,
      SceneEnvironment.clearColor is not used when the renderMode is not
      Offscreen.
      
      Therefore, the simplest solution to get the same results in Underlay
      View3Ds regardless of QSG_RHI is to use the same value both for
      Window.color and for SceneEnvironment.clearColor.
      
      Change-Id: Ie8040970ea32bea653babb47c1696148e425ed4a
      Reviewed-by: default avatarAndy Nichols <andy.nichols@qt.io>
      9d7886d4
  15. Feb 07, 2020
  16. Feb 04, 2020
  17. Jan 31, 2020
  18. Jan 30, 2020
  19. Jan 29, 2020
  20. Jan 24, 2020
    • Jere Tuliniemi's avatar
      Add spot light · 7bdae862
      Jere Tuliniemi authored
      
      Add a spot light type. It has the attenuation properties from point
      light and additionally coneAngle and innerConeAngle properties. Objects
      inside innerConeAngle are fully lit. Attenuation is then gradually
      interpolated to 0 when approaching coneAngle using smoothstep.
      
      innerConeAngle is set to be 70% of coneAngle if left undefined, so that
      the coneAngle can be defined alone.
      
      Task-number: QTBUG-77611
      Change-Id: I9a1ee3c43746a06c583db00ac7aec403ae16dc3e
      Reviewed-by: default avatarVenugopal Shivashankar <Venugopal.Shivashankar@qt.io>
      Reviewed-by: default avatarMiikka Heikkinen <miikka.heikkinen@qt.io>
      7bdae862
  21. Jan 09, 2020
  22. Dec 17, 2019
  23. Dec 13, 2019
  24. Dec 05, 2019
  25. Nov 28, 2019
  26. Nov 25, 2019
  27. Nov 20, 2019
  28. Nov 18, 2019
  29. Nov 15, 2019
  30. Nov 14, 2019
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