Fwd: Update

Paritosh Sharma paritosh.sharmas at gmail.com
Fri Jul 17 09:36:29 BST 2020


Hi,
So since the first review, the following was done.
1. For all stars/other 2D objects, I used instanced points with a geometry
shader which simply summons a quad with texture at that skypoint.
2. For 3D objects, things are basically the same.
3. I am using a Skymap3DDraw which initializes the custom Qt3DWindow.
4. For events, I am using the SkyMap's events already present in Stars. I
have linked the projection modes, zoom shortcuts, focus,  and some more
view params with shaders. The panning, however, doesn't work the way it was
working in the prototype(some issue with mousedownevent)
[image: Peek 2020-07-17 10-29.gif]

For the integration part, I am just initializing the Qt3D Window in
Skymap3DDraw constructor(this initializes the scenegraph). For the update
calls, I have to find some alternative to the recursive drawing approach of
KStars in skymapcomposite. One solution could be to have overloaded draw
calls and we can pass the entity/material for the specific skyobject from
skymap3ddraw in paintevent(). Since we mainly have to update the
vertexPosition in the shaders.

-- 

*Paritosh Sharma*Portfolio: www.iamparitoshsharma.me
Github: www.github.com/Paritosh97
LinkedIn: www.linkedin.com/in/paritosh-sharma-198190112/
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