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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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  • Z Offline
    Z Offline
    zester
    wrote on 17 Jun 2011, 07:13 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 17 Jun 2011, 07:28 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 17 Jun 2011, 07:50 last edited by
        #9

        wow this is great stuff!

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        • Z Offline
          Z Offline
          zester
          wrote on 17 Jun 2011, 16:18 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 17 Jun 2011, 16:27 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 17 Jun 2011, 16:42 last edited by
              #12

              Impressive work zester!

              Qt Certified Specialist
              www.edalsolutions.be

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              • U Offline
                U Offline
                umen242
                wrote on 17 Jun 2011, 17:37 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 27 Jun 2011, 08:01 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 27 Jun 2011, 12:54 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 28 Jun 2011, 00:15 last edited by
                      #16

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

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