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    <title>Ogre3D on KomSoft Oprogramowanie</title>
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    <description>Recent content in Ogre3D on KomSoft Oprogramowanie</description>
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      <title>qmake for Ogre3D</title>
      <link>https://komsoft.eu/post/make-for-ogre3d/</link>
      <pubDate>Sat, 13 May 2017 06:42:05 +0000</pubDate>
      
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      <description>I rewrote building system for Ogre3D using qmake. New structure of modules looks like this now:
ogre3d.modules ├── components │ ├── bites.pri │ ├── hlms.pri │ ├── meshlodgenerator.pri │ ├── overlay.pri │ ├── paging.pri │ ├── property.pri │ ├── rtshadersystem.pri │ ├── terrain.pri │ └── volume.pri ├── extensions │ ├── debug-drawing-utility.pri │ ├── gamekit.pri │ ├── gorilla.pri │ ├── paged.pri │ └── procedural.pri ├── platform │ ├── qt.pri │ └── s3e.</description>
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    <item>
      <title>Ogre3D with Qt</title>
      <link>https://komsoft.eu/post/ogre3d-with-qt/</link>
      <pubDate>Sun, 07 May 2017 20:09:14 +0000</pubDate>
      
      <guid>https://komsoft.eu/post/ogre3d-with-qt/</guid>
      <description>It is possible to use Ogre3D with Qt using external window feature of Ogre, yet this very crude solution and many of the Qt&amp;rsquo;s features are omitted. I am working currently on better integration Qt with Ogre3D:
using Qt&amp;rsquo;s resource system using QOpenGLContext and QWindow for rendering using QImage for texture loading using qmake only for building Seems like all the pieces are in place (application and resources are all prepared) but so far the window is broken.</description>
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