Thanks for the reply. On 25 Feb 2014, at 23:22, Gunnar Sletta <[email protected]> wrote:
> On 26 Feb 2014, at 00:42, Kurt Pattyn <[email protected]> wrote: > >> We are currently looking into a way to render a 10-bit image in QML. > > I'm going to assume we're talking about Qt Quick 2.0. Yes, indeed. > > As in 10-bit grayscale or GL_UNSIGNED_INT_10_10_10_2? Yes, both grayscale and color 10-bit. > In any case, you can create a custom QSGTexture class which defines the > format and contents of your texture and display that in the scene graph using > a QSGSimpleTextureNode. If something more specific is needed, write your own > material to do exactly what you want. Is it correct that we can subclass a QQuickItem and return a subclassed QSGSimpleTextureNode object from the updatePaintNode() method? > >> Our first idea is to create an OpenGL context in C++ and use that in QML. > > You cannot create the OpenGL context for QQuickWindow, but you can request > the format it should take via QQuickWindow::setFormat(). > >> QML must be able to overlay text on this 10-bit OpenGL context. >> >> What is the best approach for this? Is it possible at all? >> Can we expose a QGLWidget, or something similar? > > QQuickWindow has an QOpenGLContext and does not use QGLWidget. So, as I understand this is what should be done: QSurfaceFormat surfaceFormat; surfaceFormat.setRenderableType(QSurfaceFormat::OpenGL); //set bitDepth on surfaceFormat QQuickView * view = new QQuickView(); view->setFormat(surfaceFormat); And then use a subclassed QQuickItem together with a subclassed QSGSimpleTextureNode. Is this correct? Cheers, Kurt > > > cheers, > Gunnar > _______________________________________________ Development mailing list [email protected] http://lists.qt-project.org/mailman/listinfo/development
