Qt-contributors-summit-2013-Scene-Graph: Difference between revisions

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{{Cleanup | reason=Auto-imported from ExpressionEngine.}}
[[Category:QtCS2013]]
* What has been happening for 5.1
* What has been happening for 5.1
** Render loop for windows
** Render loop for windows
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* Scene-graph integration with other rendering; ‘master mode’ with beginNativeRendering / endNativeRendering calls to ensure SG state is restored.
* Scene-graph integration with other rendering; ‘master mode’ with beginNativeRendering / endNativeRendering calls to ensure SG state is restored.
* ‘slave’ mode; disable the render thread, have a well defined entry point to make SG perform rendering on an existing context. All GL state setup and init needs to happen inside this entry point. (This is for integration with OpenSceneGraph, <span class="caps">OGRE</span> etc where both context creation and timing/threading of rendering are out of our control)
* ‘slave’ mode; disable the render thread, have a well defined entry point to make SG perform rendering on an existing context. All GL state setup and init needs to happen inside this entry point. (This is for integration with OpenSceneGraph, <span class="caps">OGRE</span> etc where both context creation and timing/threading of rendering are out of our control)
* Real support for AA – render to multisample texture formats to avoid a RenderBuffer -&gt; texture copy
* Real support for AA – render to multisample texture formats to avoid a RenderBuffer -> texture copy
* Core profile support, especially for Mac; ES3 support; add <span class="caps">VAO</span>s, potentially other tweaks
* Core profile support, especially for Mac; ES3 support; add <span class="caps">VAO</span>s, potentially other tweaks
* Stand alone module?
* Stand alone module?

Latest revision as of 17:32, 6 January 2017

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  • What has been happening for 5.1
    • Render loop for windows
    • New threaded renderloop
  • What is going to happen for 5.2?
    • Renderer
    • Animations on a thread?
  • Scene-graph integration with other rendering; ‘master mode’ with beginNativeRendering / endNativeRendering calls to ensure SG state is restored.
  • ‘slave’ mode; disable the render thread, have a well defined entry point to make SG perform rendering on an existing context. All GL state setup and init needs to happen inside this entry point. (This is for integration with OpenSceneGraph, OGRE etc where both context creation and timing/threading of rendering are out of our control)
  • Real support for AA – render to multisample texture formats to avoid a RenderBuffer -> texture copy
  • Core profile support, especially for Mac; ES3 support; add VAOs, potentially other tweaks
  • Stand alone module?