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  4. If i want to place QWebKit on top of OpenGL what is the best way to do it ?

If i want to place QWebKit on top of OpenGL what is the best way to do it ?

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  • U Offline
    U Offline
    umen242
    wrote on last edited by
    #6

    my mistake i did't download your link..
    wow performance is really crap ... hope that Qt will fix that in the next versions

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    • Z Offline
      Z Offline
      zester
      wrote on last edited by
      #7

      No problem... lol Probably why you don't see alot of 3D Qt Web Browsers out there.

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      • Z Offline
        Z Offline
        zester
        wrote on last edited by
        #8

        If your feeling adventures there is also Berkelium it's made to render to an OpenGL or DirectX texture.

        Berkelium is a BSD licensed library that provides off-screen browser rendering via Google's open source Chromium web browser.

        It takes advantage of Chromium's multiprocess rendering to isolate browsers from each other and can render to any buffer in memory. The user of the library can inject input and javascript code into web pages to control them, as well as listen for events generated by the page such as navigation events, load sequence events and paint events. Berkelium provides a small API for embedding a fully functional browser into any application.

        http://berkelium.org/

        Source is here.
        https://github.com/sirikata/berkelium

        Binary is here.
        https://github.com/sirikata/berkelium/downloads

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        • U Offline
          U Offline
          umen242
          wrote on last edited by
          #9

          wow this is great stuff!

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          • Z Offline
            Z Offline
            zester
            wrote on last edited by
            #10

            Being that you posted this in the Game Development forum, might I make a suggestion for a game development framework.

            Ogre3D
            http://www.ogre3d.org/

            Ogre3D/Qt4Widget
            http://zester.googlecode.com/files/QtCreatorOgre2.zip
            !http://i52.tinypic.com/vxj0qf.png!

            Ogre3D Example
            http://zester.googlecode.com/files/Ogre3D.zip
            @
            // g++ main.cpp -o main pkg-config --libs --cflags OGRE OIS

            #include <Ogre.h>
            #include <OgreFrameListener.h>
            #include <iostream>

            using namespace Ogre;

            //
            class MyFrameListener : public FrameListener {
            public:
            bool frameStarted (const FrameEvent &evt);
            bool frameEnded (const FrameEvent &evt);
            bool frameRenderingQueued (const FrameEvent &evt);
            };

            //
            bool MyFrameListener::frameStarted(const FrameEvent &evt) {
            std::cout << "Frame Started" << std::endl;
            return true;
            }

            //
            bool MyFrameListener::frameEnded(const FrameEvent &evt) {
            std::cout << "Frame Ended" << std::endl;
            return true;
            }

            //
            bool MyFrameListener::frameRenderingQueued(const FrameEvent &evt) {
            std::cout << "Frame Queued" << std::endl;
            return true;
            }

            int main(void)
            {
            // Create an instance of the OGRE Root Class
            Root* root = new Root;

            // Configures the application
            if (!root->restoreConfig())
            root->showConfigDialog();
            root->saveConfig();

            // Create a render window
            RenderWindow* window = root->initialise(true, "Tutorial 1");

            // Create a new scene manager.
            SceneManager* sceneManager = root->createSceneManager(ST_GENERIC);
            sceneManager->setAmbientLight(Ogre::ColourValue(0.0, 0.0, 0.0));

            // Create a new camera
            Camera* camera = sceneManager->createCamera("Camera");
            camera->setPosition(Ogre::Vector3(0,0,15));
            camera->lookAt(Ogre::Vector3(0,0,0));
            camera->setNearClipDistance(5);

            // Add our model to our resources and index it
            

            ResourceGroupManager::getSingleton().addResourceLocation("Media/packs/Sinbad.zip", "Zip");
            ResourceGroupManager::getSingleton().addResourceLocation("Media/models/", "FileSystem");
            ResourceGroupManager::getSingleton().initialiseAllResourceGroups();

            //
            Light* light1 = sceneManager->createLight("Light1");
            light1->setType(Ogre::Light::LT_POINT);
            // Set Light Color
            light1->setDiffuseColour(1.0f, 1.0f, 1.0f);
            // Set Light Reflective Color
            light1->setSpecularColour(1.0f, 0.0f, 0.0f);
            // Set Light (Range, Brightness, Fade Speed, Rapid Fade Speed)
            light1->setAttenuation(10, 0.5, 0.045, 0.0);

            //
            Entity* lightEnt = sceneManager->createEntity("LightEntity", "sphere.mesh");
            SceneNode* lightNode = sceneManager->createSceneNode("LightNode");
            lightNode->attachObject(lightEnt);
            lightNode->attachObject(light1);
            lightNode->setScale(0.01f, 0.01f, 0.01f);
            lightNode->setPosition(0, 4, 10);

            sceneManager->getRootSceneNode()->addChild(lightNode);

            // Using the camera create a viewport and set the background color to black
            Viewport* viewport = window->addViewport(camera);
            viewport->setBackgroundColour(Ogre::ColourValue(0.0,0.0,0.0));

            // Use the viewport to set the aspect ratio of the camera
            camera->setAspectRatio(Real(viewport->getActualWidth()) /
            Real(viewport->getActualHeight()));

            // Create an instance of our model and add it to the scene
            Entity* ent = sceneManager->createEntity("Sinbad.mesh");
            SceneNode* entNode = sceneManager->createSceneNode("Character");
            entNode->attachObject(ent);
            sceneManager->getRootSceneNode()->addChild(entNode);
            entNode->setPosition(0,0,0);

            // Create an instance of the MyFrameListener Class and add it to the root object
            MyFrameListener* myListener = new MyFrameListener();
            root->addFrameListener(myListener);

            // Tell root to start rendering
            root->startRendering();

            // Cleanup
            delete myListener;
            delete root;

            return 0;
            }
            @

            For water there is Hydrax
            http://www.ogre3d.org/tikiwiki/Hydrax
            !http://www.ogre3d.org/tikiwiki/img/wiki_up/Hydrax.jpg!

            For Sky and Weather Effects there is SkyX
            http://www.ogre3d.org/tikiwiki/SkyX
            Note: It,s used in the Hydrax screenshot above.

            There actually really easy to use.

            There is also.....

            Cutexture: A Framework for Qt User Interfaces in Ogre3D
            http://advancingusability.wordpress.com/2010/11/09/cutexture-a-framework-for-qt-user-interfaces-in-ogre3d/
            !http://i56.tinypic.com/b6xb83.png!

            Note: Berkelium can be used directly with Ogre3D and Qt

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            • Z Offline
              Z Offline
              zester
              wrote on last edited by
              #11

              If your interested in doing 3D (Model, Texturing, Animation, Compositing, .....) with Blender http://www.blender.org/ I am a Blender Master http://developer.qt.nokia.com/forums/viewthread/6717

              Just click on my profile and send me an e-mail I am sure I can get you going in the right direction.

              :)

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              • EddyE Offline
                EddyE Offline
                Eddy
                wrote on last edited by
                #12

                Impressive work zester!

                Qt Certified Specialist
                www.edalsolutions.be

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                • U Offline
                  U Offline
                  umen242
                  wrote on last edited by
                  #13

                  Great stuff , thanks!
                  Hi
                  are you doing planing to do the game in Qt3d?

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                  • Z Offline
                    Z Offline
                    zester
                    wrote on last edited by
                    #14

                    bq. Hi are you doing planing to do the game in Qt3d?

                    Qt3d was a consideration. After trying it out for sometime I came to the conclusion that for my
                    "No Rest For The Wicked" project it wasn't a very good fit. Qt3d AFAIK has issues with lights and doesn't
                    have bone animation support. Both of those issues are deal breakers.

                    As of right now for a Highpoly game OGRE3D is the best fit and for a Lowpoly Browser Based
                    game Three.js is the best fit.

                    Why? What did you have in mind?

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                    • U Offline
                      U Offline
                      umen242
                      wrote on last edited by
                      #15

                      I have in my mind to make interactive applications for kids , not 3d games in my opinion its very full market of indie game makers and wannabe game makers very hard to put something good .
                      its fun its great programming challenge but with no ROI for your work.
                      now im looking for platform , Qt is winner for me.

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                      • Z Offline
                        Z Offline
                        zester
                        wrote on last edited by
                        #16

                        Qt3d would be a good fit for interactive applications for kids.

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