@sinanmut When I create the 3D objects in the initializeGL function, it is fine paintGL function renders these objects. Later on when I want to add new objects to the scene I don't see these new ones being rendered by painGL function. Is there any flag that I have to add in paintGL fuinction or in initializeGL function?
I find solution. The structure of entityes must include Layerfilter.
Qt3DRender::QViewport *viewport = new Qt3DRender::QViewport(view->renderSettings()->activeFrameGraph());//here must be your framegraph
auto surselector =new Qt3DRender::QRenderSurfaceSelector(viewport);
auto layerfilter = new Qt3DRender::QLayerFilter(surselector);
auto layer = new Qt3DRender::QLayer(root);//yours root entity
Qt3DRender::QCameraSelector *cameraSelector = new Qt3DRender::QCameraSelector(layerfilter);
Qt3DRender::QClearBuffers *clearBuffers = new Qt3DRender::QClearBuffers(cameraSelector);
clearBuffers->setClearColor(QColor(100.0, 100.0, 100.0));
Qt3DRender::QRenderStateSet* rendstate = new Qt3DRender::QRenderStateSet(clearBuffers);
Qt3DRender::QDepthTest* depth = new Qt3DRender::QDepthTest();//Without this nothing will work
Qt3DRender::QLineWidth* lw = new Qt3DRender::QLineWidth(rendstate);//render state for example
" layer " must be adde as component to entity
Before dimming your problem simple, you might want to consider providing a more thorough description of what exactly you want to achieve. Using a framework where you can do 2D/3D rendering with raw OpenGL or more sophisticated high level classes as well as video rendering, asking how to show a 2D/3D scene is not exactly the same as asking how to show two videos showing 2D/3D scenes.
Therefore, can you explain exactly what your application is about and what exactly you are trying to show ?
On a side note, criticising all the moderators when only one of them answered you, trying to help you with the limited information you gave, isn't really a good attitude.
I'm only found in the documentation that is possible with extensions.
My idea to solve your problem is: Integrate a physic engine like Bullet (http://bulletphysics.org/wordpress/) and you find out all collision detection and physics. Qt 3D as 3D drawing engine, and Bullet (or other software) for physic & collision representation.
You’d likely have to go through calculating the size of the needed rectangle using QFontMetrics.
If your text is so long and you need to know what wasn’t shown, why not use a QTextEdit ? It could be read-only.
I don't see a signal deviceRemoved() in QtGamePad. The nearest one is connectedChanged(bool) but that looks indeed like a possible signal in this situation.
Have you already tried to patch the code yourself? Due to the lack of a gamepad, I cannot test this myself.
Edit: Ah, there is a deviceRemoved() signal in QEvdevGamepadBackend which is used within the backend only for housekeeping. What stays, the signal you need outside is connectChanged(bool).
@Nonlinearsound After reading through the release statements and changes it seems that the AC3D format has been supported right from the start of the AssImp project so it seems that any version will do fine.
Probably is just something that is messed up with with your multiplcation or division on the aspect ratio.
I'm just too lazy right now to think about it properly, so I just goint to copy paste one example of my that I know it works, so can try to adapt your code.
if (width() <= height())
Qt 5.11 adds a general purpose raycasting feature
It's not particularly well documented yet. Details like that are still in the process of being cleaned up as Qt3D matures.
Figured it out. Make pop up request for write permission if it doesn't have it in Qt 5.10:
# .pro file
QT += androidextras
QtAndroid::requestPermissionsSync( QStringList() << "android.permission.WRITE_EXTERNAL_STORAGE" );