|Project Name||Stars||Downloads||Repos Using This||Packages Using This||Most Recent Commit||Total Releases||Latest Release||Open Issues||License||Language|
|Geometrize||1,016||a year ago||1||other||C++|
|:white_square_button: Geometrize is a desktop app that geometrizes images into geometric primitives|
|Phantomstyle||192||2 years ago||13||other||C++|
|Cross-platform QStyle for traditionalists|
|Panoramix||75||7 years ago||5||C++|
|Code of my CVPR'16 paper: "Efficient 3D Room Shape Recovery From a Single Panorama."|
|Pillow||56||7 years ago||C++|
|a 3d modeler|
|Qt3d Offscreenrenderer||38||2 years ago||2||gpl-3.0||C++|
|This project is based on the Qt 3D basic shapes C++ example.|
|Qml_customcontrol||30||3 years ago||C|
|Qt_painter||22||3 months ago||56||C++|
|CAD framework tool on top of Qt|
|Qtasciimage||7||8 years ago||1||mit||C++|
|QtAsciimage - Asciimage for Qt Applications|
|Raytan||7||2 years ago||C++|
|Advanced Raytracer in C++|
|Extend Mesh||4||9 years ago||C++|
|3D shape stretching while preserving surface details|
Note: If you want to use the offscreen renderer in your project to embedd Qt3D without having to use
Qt3DWindow, checkout my implementation of a Qt3DWidget. It renders everything offline and uses the offscreen texture to paint a quad in a
This project is based on the Qt 3D basic shapes C++ example (https://doc.qt.io/qt-5.10/qt3d-basicshapes-cpp-example.html).
It renders the whole scene using a QOffscreenSurface offline and displays the image in a QLabel. To get the image to resize adjust the OffscreenEngines rendering size on resize of the widget. I guess the rest should be self-explanatory.
This is supposed to show how to construct an offline framegraph and save everyone who needs such a renderer the hours of trial and error and the despair I encountered.
Make sure to use Qt >= 5.9.2 due to a bug in earlier versions: https://bugreports.qt.io/browse/QTBUG-61382
root | renderSettings | renderSurfaceSelector | renderTargetSelector | --------------------------------------- | | | renderTarget clearBuffers viewport | | renderTargetOutput cameraSelector | texture2D
Somehow the first image that is captured is blank and without rendered objects. I suspected the problem to be that the render capture was triggered right after the clear buffers node. But it doesn't seem to have any effect when we place the capture node anywhere else. So basically the first image has to be skipped.
To enable depth tests just add a QRenderStateSet as a child to the camera selector and a QDepthTest as a child to the render state set and add it as a state. Then, in the render target add a texture to the depth attatchment point. This is it.
I experiemented with multisampling, and added a QMultiSampleAntiAliasing render state to the render state set and instead of adding a QTexture2D used a QMultisampleTexture2D but it gave me version errors with OpenGL. If maybe someone gets it running they can fork the project and I can then do a pull.
Please note that part of the code was written by the Qt Company or KDAB and they hold the respective copyright. For further information read the copyright notice in the source code.