Paul Lemire
Paul Lemire
Right I guess that's because I did not generate assets for low dpi screen, will add these in
> so Paul you ended up opting for the pregenerated images solution? Yes it's enough for what we want to do for now.
Hi. Thanks for the report. I'll ask my colleagues on Mac to see if they have something similar.
Hi, We never got around to publishing it, at the time it was too rough around the edges. I need to check with my colleagues what state it is in...
The normalizeTime property of the AnimationPlayer defaults to 0. So if you play the animation with a position rate, it plays as long as normalizeTime < 1; If you play...
This is nice for typical use cases where you'd need to keep the handle because of lifetime considerations. However, when dealing with Property and their bundled signals, we now get...
That sounds good. I'm fine with release since it maps to similar behavior in unique_ptr
You have to first load the texture and then pass it on the material. Something like: ` QMetalRoughMaterial *mat = new QMetalRoughMaterial(); Qt3DRender::QTextureLoader *textureLoader = new Qt3DRender::QTextureLoader(); textureLoader->setSource(QUrl(QStringLiteral("qrc:/texture/metal/Metal03_col.jpg")); mat->baseColor().setValue(QVariant::fromValue(textureLoader)); `
I think setting the texture with QVariant::fromValue(QAbstractTexture) should work. The new material will adapt the internal shader code based on the type being provided
You're right, I didn't use the proper syntax to link the libraries. I just committed a correction. I'd like to keep the lib includes in the .pri in order to...