![]() GL_EXTENSIONS = GL_OES_depth_texture GL_OES_depth_texture_cube_map GL_OES_depth24 GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_ IOS: Window created 1 x 1 with backing store size 1 x 1 using content scaling factor 1.0 _createRenderWindow "OgreWindow", 1x1 windowed miscParams: currentGLContext=true externalGLControl=true Registering ResourceManager for type Texture Supported formats: jpeg,jpg,png,bmp,psd,tga,gif,pic,ppm,pgm,hdrĮrSystem: OpenGL ES 2.x Rendering Subsystem Stb_image - v2.19 - public domain JPEG/PNG reader Particle Affector Type 'DeflectorPlane' registered Particle Affector Type 'DirectionRandomiser' registered Particle Affector Type 'Rotator' registered Particle Affector Type 'Scaler' registered Particle Affector Type 'ColourImage' registered Particle Affector Type 'ColourFader2' registered Particle Affector Type 'ColourFader' registered Particle Affector Type 'LinearForce' registered Particle Emitter Type 'Cylinder' registered Particle Emitter Type 'Ellipsoid' registered OpenGL ES 2.x Rendering Subsystem created. Installing plugin: OpenGL ES 2.0 RenderSystem MovableObjectFactory for type 'RibbonTrail' registered. MovableObjectFactory for type 'BillboardChain' registered. MovableObjectFactory for type 'ManualObject' registered. MovableObjectFactory for type 'BillboardSet' registered. MovableObjectFactory for type 'Entity' registered. Registering ResourceManager for type Compositor Registering ResourceManager for type HighLevelGpuProgram MovableObjectFactory for type 'ParticleSystem' registered.ĪrchiveFactory for archive type FileSystem registered.ĪrchiveFactory for archive type Zip registered.ĪrchiveFactory for archive type EmbeddedZip registered. Registering ResourceManager for type Mesh Registering ResourceManager for type Material SceneManagerFactory for type 'DefaultSceneManager' registered. I also had to comment the defines from sdk/include/OGRE/RenderSystems/GLES2/GLES3/glesw.h, because those conflicted with gl.h, which gets included by Qt.Ĭode: Select all stale focus object QObject(0x0), doing manual update pro-files are specific to my Mac, so you will have to change some paths. I have removed those files from the zip to reduce it's size. If you want to try it out, you will have to copy sh to the example/myresources folder and the Samples folder from Ogre into the example folder. I have attached the modified QmlOgre project for reference. Could those be the cause of the slowdown? I have searched the forum, but the last mention of these warning was 2009 and said to be fixed. ![]() ![]() Hopefully someone here can help.Īre there any known performance issues with RTT or RTSS on iOS? Is the QmlOgre approach feasible at all on mobile devices?īelow I have included the apps console output, which shows some warning about missing shader attributes. It takes several seconds between touch input and an updated image and I have absolutely no clue why. Problem is: Ogre is incredibly slow in the example app (which only contains one ogrehead mesh). In my code I have activated RTSS, since QmlOgre does not work without it on 1.11. QmlOgre renders a scene into a manual texture, which is then used in Qml. After some (lots) of tinkering I managed to get QmlOgre and its example app to run with Ogre 1.11 on my iPad 6. I have a cross platform app using Qt/QML and I need to integrate a 3d scene into it. ![]()
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