Timeline for Working Qt controls in a 3d environment
Current License: CC BY-SA 3.0
10 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Dec 28, 2012 at 15:36 | history | bounty awarded | Jay | ||
| Dec 26, 2012 at 18:09 | history | edited | Mihai Sebea | CC BY-SA 3.0 | added 18 characters in body |
| Dec 26, 2012 at 18:03 | vote | accept | Jay | ||
| Dec 26, 2012 at 16:26 | comment | added | Jay | Sorry, I should have said "QPaintDevice" instead of Qt Render Target. I'll have a look at that link. Thanks :) | |
| Dec 26, 2012 at 12:28 | comment | added | Mihai Sebea | There is no qt Render target .. a render target is just and abstract notion in order to have the same operations if you render to a screen or to a texture(bitmap is such an old fashion way of putting it). Basically is exactly what you said you did in the first comment . Now if you choose b) check out qtgraphics scene event propagation doc.qt.digia.com/qt/… | |
| Dec 25, 2012 at 11:45 | history | edited | Mihai Sebea | CC BY-SA 3.0 | added 1 characters in body |
| Dec 25, 2012 at 8:27 | history | edited | Jari Komppa | CC BY-SA 3.0 | little bit of formatting.. |
| Dec 25, 2012 at 4:40 | comment | added | Jay | If I choose option A I need to implement the Qt render target, not the ogre render target. If I choose B I need mouse clicks and whatever is needed for Qt uses to track the mouse. I'd like the hover stylesheet options to work. Any idea how hover works? I may have to break down and start going through the Qt source code. | |
| Dec 25, 2012 at 4:34 | comment | added | Jay | I implemented the hud by doing an Ogre overlay. I found a format of bitmap that the Qt QPainter and Ogre would both accept. I use that bitmap in a material in the Ogre overlay. For each frame that needs an update I clear the bitmap, call render() on each of the Qt widgets passing them the bitmap. Works very nicely. You get the style sheets and animation as well. | |
| Dec 24, 2012 at 20:54 | history | answered | Mihai Sebea | CC BY-SA 3.0 |