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Using Qt3D for a huge topography model?

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  • PowerNowP Offline
    PowerNowP Offline
    PowerNow
    wrote on last edited by PowerNow
    #1

    My scene currently consists of a huge topography model (Mill. Verticies). Now the scene becomes more complex and contains many smaller 3D objects. Does it make sense to switch from a QFrambufferObject (with C ++ / OpenGL) to Qt3D?

    1. What about the speed?
    2. Which file format (Wavefront OBJ, Stanford Triangle Format PLY, STL (STereoLithography)) is suitable? I am currently loading the data from the .hgt format into a vector array and then into the QFrambufferObject.
    3. With Qt3D, is it possible to load only the tiles in the graphics card that are currently visible in the viewport or to delete them as soon as they leave the viewport when the camera angles change?
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    • Kent-DorfmanK Offline
      Kent-DorfmanK Offline
      Kent-Dorfman
      wrote on last edited by
      #2

      I personally would stick with openGL, but that's just my comfort level.

      If you meet the AI on the road, kill it.

      PowerNowP 1 Reply Last reply
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      • Kent-DorfmanK Kent-Dorfman

        I personally would stick with openGL, but that's just my comfort level.

        PowerNowP Offline
        PowerNowP Offline
        PowerNow
        wrote on last edited by
        #3

        @Kent-Dorfman: I just updatet my question to makes it more clear. Is pure openGL from a certain scene complexity not to complicate? I think then it's time to write a own render framework?

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