I'm new to Qt 3D (C++), and while I'm training with my first 3D app, I couldn't achieve the following:
Creating a cube with 6 different textures on each face ... Until now, this is what I've tried:
// Cuboid shape data
Qt3DExtras::QCuboidMesh *cuboid = new Qt3DExtras::QCuboidMesh();
// CuboidMesh Transform
Qt3DCore::QTransform *cuboidTransform = new Qt3DCore::QTransform();
cuboidTransform->setScale(2.0f);
Qt3DExtras::QTextureMaterial *textureMaterial = new Qt3DExtras::QTextureMaterial();
Qt3DRender::QTextureCubeMap *cubMap = new Qt3DRender::QTextureCubeMap();
Qt3DRender::QTextureImage *f1 = new Qt3DRender::QTextureImage();
Qt3DRender::QTextureImage *f2 = new Qt3DRender::QTextureImage();
Qt3DRender::QTextureImage *f3 = new Qt3DRender::QTextureImage();
Qt3DRender::QTextureImage *f4 = new Qt3DRender::QTextureImage();
Qt3DRender::QTextureImage *f5 = new Qt3DRender::QTextureImage();
Qt3DRender::QTextureImage *f6 = new Qt3DRender::QTextureImage();
f1->setSource(QUrl("qrc:/rc/images/cubemap1.png"));
f1->setFace(Qt3DRender::QAbstractTexture::CubeMapNegativeX);
f2->setSource(QUrl("qrc:/rc/images/cubemap2.png"));
f2->setFace(Qt3DRender::QAbstractTexture::CubeMapPositiveX);
f3->setSource(QUrl("qrc:/rc/images/cubemap3.png"));
f3->setFace(Qt3DRender::QAbstractTexture::CubeMapNegativeY);
f4->setSource(QUrl("qrc:/rc/images/cubemap4.png"));
f4->setFace(Qt3DRender::QAbstractTexture::CubeMapPositiveY);
f5->setSource(QUrl("qrc:/rc/images/cubemap5.png"));
f5->setFace(Qt3DRender::QAbstractTexture::CubeMapNegativeZ);
f6->setSource(QUrl("qrc:/rc/images/cubemap6.png"));
f6->setFace(Qt3DRender::QAbstractTexture::CubeMapPositiveZ);
cubMap->addTextureImage(f1);
cubMap->addTextureImage(f2);
cubMap->addTextureImage(f3);
cubMap->addTextureImage(f4);
cubMap->addTextureImage(f5);
cubMap->addTextureImage(f6);
textureMaterial->setTexture(cubMap);
//Cuboid
m_cuboidEntity = new Qt3DCore::QEntity(m_rootEntity);
m_cuboidEntity->addComponent(cuboid);
m_cuboidEntity->addComponent(textureMaterial);
m_cuboidEntity->addComponent(cuboidTransform);
But it gives me a black cube . I've googled for an example, but all I find is written in OpenGl, which I'm not familiar with. I believe it's possible using Qt C++ Classes only.
I would appreciate your help.
This could be related to back face culling.
could you set the following in your renderer?
activeFrameGraph: ForwardRenderer {
...
frustumCulling: false
}
When using Skybox (which is basically a CuboidMesh with different images on it), this is mandatory. Could be needed here too.
Try using f1->setSource(QUrl::fromLocalFile("..."));
instead f1->setSource(QUrl("..."));
, etc. And remember about Status
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