Re: [Interest] Quick3D mapping of png textures onto Item 3D
Hi, I tried with the below code to resolve the transparent area of png shown as black shaded:- ViewPort { Width:parent.width Height:parent.height blending:true Quad{ effect:Effect{ texture:img.png } } However, it still shows the transparent area of png file as black shaded. Please let me know the solution or this is a known issue in Quick3D. Best Regards, Satya -Original Message- From: interest-bounces+praveen.s=hmie.co...@qt-project.org [mailto:interest-bounces+praveen.s=hmie.co...@qt-project.org] On Behalf Of Ramakanthreddy_Kesireddy Sent: Thursday, September 20, 2012 10:25 AM To: Thomas Senyk; interest@qt-project.org Subject: Re: [Interest] Quick3D mapping of png textures onto Item 3D Hi, We tried with below blending property in Effect but transparent area of the png file is still shown as black shaded. Quad{ Effect{ texture:img.png blending:true } } Could you please let us know if we are mssing anything in this regard. Br, Ramakanth From: interest-bounces+ramakanthreddy_kesireddy=mahindrasatyam.com@qt-project. org [interest-bounces+ramakanthreddy_kesireddy=mahindrasatyam.com@qt-project .org] on behalf of Thomas Senyk [thomas.se...@pelagicore.com] Sent: Wednesday, September 19, 2012 5:13 PM To: interest@qt-project.org Subject: Re: [Interest] Quick3D mapping of png textures onto Item 3D As he is using QtQuick3D, the answer is simpler: http://doc.qt.digia.com/qt-quick3d-snapshot/qml-effect.html#blending-pro p :) Greets Thomas On Tue, September 18, 2012 08:57:55 AM Till Oliver Knoll wrote: 2012/9/18 Satya Praveen Ganapathi pravee...@hmie.co.in: ... However, the png image is not getting displayed properly in 3D space i.e. transparent area of the png file is shown as black shaded. Most probably you simply need to enable alpha blending: In OpenGL terms that usually means a) Turn blending on: glEnable(GL_BLEND) b) Define a blend function, e.g.: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) Note: Premultiplied alpha textures (refer to Wikipedia or the Qt docs about the same topic) are to be preferred, in which case you would say glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA) Here is a guy who is trying /exactly/ the same thing as you: http://galfar.vevb.net/imaging/smf/index.php?topic=296.0 Depending on what you are trying to achieve the function glTexEnv() with argument GL_BLEND might be useful too (if you want to apply alpha blending at the moment when applying the texture - and if you want that the underlying surface colour shines through). Refer to the (possibly outdated) FAQ: http://www.opengl.org/archives/resources/faq/technical/transparency.htm How you apply all this to Qt 3D I don't know - but I'm sure there must be this big Enable blending switch somewhere, too - refer to the docs (and if not, to my little understanding you can still mix in your own raw OpenGL code as above, no?). Cheers, Oliver ___ Interest mailing list Interest@qt-project.org http://lists.qt-project.org/mailman/listinfo/interest ___ Interest mailing list Interest@qt-project.org http://lists.qt-project.org/mailman/listinfo/interest DISCLAIMER: This email (including any attachments) is intended for the sole use of the intended recipient/s and may contain material that is CONFIDENTIAL AND PRIVATE COMPANY INFORMATION. Any review or reliance by others or copying or distribution or forwarding of any or all of the contents in this message is STRICTLY PROHIBITED. If you are not the intended recipient, please contact the sender by email and delete all copies; your cooperation in this regard is appreciated. ___ Interest mailing list Interest@qt-project.org http://lists.qt-project.org/mailman/listinfo/interest ___ Interest mailing list Interest@qt-project.org http://lists.qt-project.org/mailman/listinfo/interest
Re: [Interest] Quick3D mapping of png textures onto Item 3D
It's working for me. I did a fresh build from source and used an old example and it's working. I just use the qmlviewer (don't forget the -opengl argument) One important thing to know: Doing blending in a generic way for a library is a quite tricky task. To do it properly one would need to sort all surfaces by there position in the 3D-space (and even that is not the end solution if you want to be perfect) which is in most cases not really necessary and would consume a lot of cpu. So I assume that's why this is not done in QtQuick3D and therefor the blending isn't optically correct. But one should definitely see the blending! (adding a blue Rectangle as background helps seeing it ;) ) On Thu, September 20, 2012 02:40:13 PM Satya Praveen Ganapathi wrote: Hi, I tried with the below code to resolve the transparent area of png shown as black shaded:- ViewPort { Width:parent.width Height:parent.height blending:true Quad{ effect:Effect{ texture:img.png } } However, it still shows the transparent area of png file as black shaded. Please let me know the solution or this is a known issue in Quick3D. Best Regards, Satya -Original Message- From: interest-bounces+praveen.s=hmie.co...@qt-project.org [mailto:interest-bounces+praveen.s=hmie.co...@qt-project.org] On Behalf Of Ramakanthreddy_Kesireddy Sent: Thursday, September 20, 2012 10:25 AM To: Thomas Senyk; interest@qt-project.org Subject: Re: [Interest] Quick3D mapping of png textures onto Item 3D Hi, We tried with below blending property in Effect but transparent area of the png file is still shown as black shaded. Quad{ Effect{ texture:img.png blending:true } } Could you please let us know if we are mssing anything in this regard. Br, Ramakanth From: interest-bounces+ramakanthreddy_kesireddy=mahindrasatyam.com@qt-project. org [interest-bounces+ramakanthreddy_kesireddy=mahindrasatyam.com@qt-project .org] on behalf of Thomas Senyk [thomas.se...@pelagicore.com] Sent: Wednesday, September 19, 2012 5:13 PM To: interest@qt-project.org Subject: Re: [Interest] Quick3D mapping of png textures onto Item 3D As he is using QtQuick3D, the answer is simpler: http://doc.qt.digia.com/qt-quick3d-snapshot/qml-effect.html#blending-pro p :) Greets Thomas On Tue, September 18, 2012 08:57:55 AM Till Oliver Knoll wrote: 2012/9/18 Satya Praveen Ganapathi pravee...@hmie.co.in: ... However, the png image is not getting displayed properly in 3D space i.e. transparent area of the png file is shown as black shaded. Most probably you simply need to enable alpha blending: In OpenGL terms that usually means a) Turn blending on: glEnable(GL_BLEND) b) Define a blend function, e.g.: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) Note: Premultiplied alpha textures (refer to Wikipedia or the Qt docs about the same topic) are to be preferred, in which case you would say glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA) Here is a guy who is trying /exactly/ the same thing as you: http://galfar.vevb.net/imaging/smf/index.php?topic=296.0 Depending on what you are trying to achieve the function glTexEnv() with argument GL_BLEND might be useful too (if you want to apply alpha blending at the moment when applying the texture - and if you want that the underlying surface colour shines through). Refer to the (possibly outdated) FAQ: http://www.opengl.org/archives/resources/faq/technical/transparency.htm How you apply all this to Qt 3D I don't know - but I'm sure there must be this big Enable blending switch somewhere, too - refer to the docs (and if not, to my little understanding you can still mix in your own raw OpenGL code as above, no?). Cheers, Oliver ___ Interest mailing list Interest@qt-project.org http://lists.qt-project.org/mailman/listinfo/interest ___ Interest mailing list Interest@qt-project.org http://lists.qt-project.org/mailman/listinfo/interest DISCLAIMER: This email (including any attachments) is intended for the sole use of the intended recipient/s and may contain material that is CONFIDENTIAL AND PRIVATE COMPANY INFORMATION. Any review or reliance by others or copying or distribution or forwarding of any or all of the contents in this message is STRICTLY PROHIBITED. If you are not the intended recipient, please contact the sender by email and delete all copies; your cooperation in this regard is appreciated. ___ Interest mailing list Interest@qt-project.org http://lists.qt-project.org/mailman/listinfo/interest/ ** ** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies). ** All rights
Re: [Interest] Quick3D mapping of png textures onto Item 3D
Hi, Thanks for the reply. Actually we donot have mesh for the png files..so we need to use 3D Items predefined(like Quad,Cylnder etc). I suppose there is no inbuilt 3D rectangle item. Can I use 2.0 instead of 1.0 in the cube example that you shared? import QtQuick 1.0 import Qt3D 1.0 import Qt3D.Shapes 1.0 Regards, Satya From: Thomas Senyk [mailto:thomas.se...@pelagicore.com] Sent: Thu 9/20/2012 2:52 PM To: Satya Praveen Ganapathi Cc: Ramakanthreddy_Kesireddy; interest@qt-project.org Subject: Re: [Interest] Quick3D mapping of png textures onto Item 3D It's working for me. I did a fresh build from source and used an old example and it's working. I just use the qmlviewer (don't forget the -opengl argument) One important thing to know: Doing blending in a generic way for a library is a quite tricky task. To do it properly one would need to sort all surfaces by there position in the 3D-space (and even that is not the end solution if you want to be perfect) which is in most cases not really necessary and would consume a lot of cpu. So I assume that's why this is not done in QtQuick3D and therefor the blending isn't optically correct. But one should definitely see the blending! (adding a blue Rectangle as background helps seeing it ;) ) On Thu, September 20, 2012 02:40:13 PM Satya Praveen Ganapathi wrote: Hi, I tried with the below code to resolve the transparent area of png shown as black shaded:- ViewPort { Width:parent.width Height:parent.height blending:true Quad{ effect:Effect{ texture:img.png } } However, it still shows the transparent area of png file as black shaded. Please let me know the solution or this is a known issue in Quick3D. Best Regards, Satya -Original Message- From: interest-bounces+praveen.s=hmie.co...@qt-project.org [mailto:interest-bounces+praveen.s=hmie.co...@qt-project.org] On Behalf Of Ramakanthreddy_Kesireddy Sent: Thursday, September 20, 2012 10:25 AM To: Thomas Senyk; interest@qt-project.org Subject: Re: [Interest] Quick3D mapping of png textures onto Item 3D Hi, We tried with below blending property in Effect but transparent area of the png file is still shown as black shaded. Quad{ Effect{ texture:img.png blending:true } } Could you please let us know if we are mssing anything in this regard. Br, Ramakanth From: interest-bounces+ramakanthreddy_kesireddy=mahindrasatyam.com@qt-project. org [interest-bounces+ramakanthreddy_kesireddy=mahindrasatyam.com@qt-project .org] on behalf of Thomas Senyk [thomas.se...@pelagicore.com] Sent: Wednesday, September 19, 2012 5:13 PM To: interest@qt-project.org Subject: Re: [Interest] Quick3D mapping of png textures onto Item 3D As he is using QtQuick3D, the answer is simpler: http://doc.qt.digia.com/qt-quick3d-snapshot/qml-effect.html#blending-pro p :) Greets Thomas On Tue, September 18, 2012 08:57:55 AM Till Oliver Knoll wrote: 2012/9/18 Satya Praveen Ganapathi pravee...@hmie.co.in: ... However, the png image is not getting displayed properly in 3D space i.e. transparent area of the png file is shown as black shaded. Most probably you simply need to enable alpha blending: In OpenGL terms that usually means a) Turn blending on: glEnable(GL_BLEND) b) Define a blend function, e.g.: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) Note: Premultiplied alpha textures (refer to Wikipedia or the Qt docs about the same topic) are to be preferred, in which case you would say glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA) Here is a guy who is trying /exactly/ the same thing as you: http://galfar.vevb.net/imaging/smf/index.php?topic=296.0 Depending on what you are trying to achieve the function glTexEnv() with argument GL_BLEND might be useful too (if you want to apply alpha blending at the moment when applying the texture - and if you want that the underlying surface colour shines through). Refer to the (possibly outdated) FAQ: http://www.opengl.org/archives/resources/faq/technical/transparency.htm How you apply all this to Qt 3D I don't know - but I'm sure there must be this big Enable blending switch somewhere, too - refer to the docs (and if not, to my little understanding you can still mix in your own raw OpenGL code as above, no?). Cheers, Oliver ___ Interest mailing list Interest@qt-project.org http://lists.qt-project.org/mailman/listinfo/interest ___ Interest mailing list Interest@qt-project.org http://lists.qt-project.org/mailman/listinfo/interest DISCLAIMER: This email (including any attachments) is intended for the sole use of the intended recipient/s and may contain material that is CONFIDENTIAL AND PRIVATE COMPANY INFORMATION. Any review or reliance by others or
Re: [Interest] Quick3D mapping of png textures onto Item 3D
The example which you have sent is working only till the animation completes. When I use QtQuick2.0 in the example shared without any animation, the blending doesnot works and the total .png is black in color. Could you please let me know how to fix this issue in QtQuick3D. Br, Satya From: Satya Praveen Ganapathi Sent: Thursday, September 20, 2012 4:20 PM To: Thomas Senyk Cc: Ramakanthreddy_Kesireddy; interest@qt-project.org Subject: RE: [Interest] Quick3D mapping of png textures onto Item 3D Hi, Thanks for the reply. Actually we donot have mesh for the png files..so we need to use 3D Items predefined(like Quad,Cylnder etc). I suppose there is no inbuilt 3D rectangle item. Can I use 2.0 instead of 1.0 in the cube example that you shared? import QtQuick 1.0 import Qt3D 1.0 import Qt3D.Shapes 1.0 Regards, Satya From: Thomas Senyk [mailto:thomas.se...@pelagicore.com] Sent: Thu 9/20/2012 2:52 PM To: Satya Praveen Ganapathi Cc: Ramakanthreddy_Kesireddy; interest@qt-project.org Subject: Re: [Interest] Quick3D mapping of png textures onto Item 3D It's working for me. I did a fresh build from source and used an old example and it's working. I just use the qmlviewer (don't forget the -opengl argument) One important thing to know: Doing blending in a generic way for a library is a quite tricky task. To do it properly one would need to sort all surfaces by there position in the 3D-space (and even that is not the end solution if you want to be perfect) which is in most cases not really necessary and would consume a lot of cpu. So I assume that's why this is not done in QtQuick3D and therefor the blending isn't optically correct. But one should definitely see the blending! (adding a blue Rectangle as background helps seeing it ;) ) On Thu, September 20, 2012 02:40:13 PM Satya Praveen Ganapathi wrote: Hi, I tried with the below code to resolve the transparent area of png shown as black shaded:- ViewPort { Width:parent.width Height:parent.height blending:true Quad{ effect:Effect{ texture:img.png } } However, it still shows the transparent area of png file as black shaded. Please let me know the solution or this is a known issue in Quick3D. Best Regards, Satya -Original Message- From: interest-bounces+praveen.s=hmie.co...@qt-project.org [mailto:interest-bounces+praveen.s=hmie.co...@qt-project.org] On Behalf Of Ramakanthreddy_Kesireddy Sent: Thursday, September 20, 2012 10:25 AM To: Thomas Senyk; interest@qt-project.org Subject: Re: [Interest] Quick3D mapping of png textures onto Item 3D Hi, We tried with below blending property in Effect but transparent area of the png file is still shown as black shaded. Quad{ Effect{ texture:img.png blending:true } } Could you please let us know if we are mssing anything in this regard. Br, Ramakanth From: interest-bounces+ramakanthreddy_kesireddy=mahindrasatyam.com@qt-project. org [interest-bounces+ramakanthreddy_kesireddy=mahindrasatyam.com@qt-project .org] on behalf of Thomas Senyk [thomas.se...@pelagicore.com] Sent: Wednesday, September 19, 2012 5:13 PM To: interest@qt-project.org Subject: Re: [Interest] Quick3D mapping of png textures onto Item 3D As he is using QtQuick3D, the answer is simpler: http://doc.qt.digia.com/qt-quick3d-snapshot/qml-effect.html#blending-pro p :) Greets Thomas On Tue, September 18, 2012 08:57:55 AM Till Oliver Knoll wrote: 2012/9/18 Satya Praveen Ganapathi pravee...@hmie.co.in: ... However, the png image is not getting displayed properly in 3D space i.e. transparent area of the png file is shown as black shaded. Most probably you simply need to enable alpha blending: In OpenGL terms that usually means a) Turn blending on: glEnable(GL_BLEND) b) Define a blend function, e.g.: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) Note: Premultiplied alpha textures (refer to Wikipedia or the Qt docs about the same topic) are to be preferred, in which case you would say glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA) Here is a guy who is trying /exactly/ the same thing as you: http://galfar.vevb.net/imaging/smf/index.php?topic=296.0 Depending on what you are trying to achieve the function glTexEnv() with argument GL_BLEND might be useful too (if you want to apply alpha blending at the moment when applying the texture - and if you want that the underlying surface colour shines through). Refer to the (possibly outdated) FAQ: http://www.opengl.org/archives/resources/faq/technical/transparency.htm How you apply all this to Qt 3D I don't know - but I'm sure there must be this big Enable blending switch somewhere, too - refer to the docs (and if not, to my little understanding you can still mix in your own raw OpenGL code as above, no?). Cheers, Oliver ___
[Interest] How to build Qt using multiple CPU's on Mac?
Hi Everybody, On windows when I run nmake after configure, it uses all of my CPU's and is finished in under 2 hours. On mac OSX Lion with XCode 4.3.2, when I run make after configure, it only uses 1 CPU. My google fu is not working and I can't find the parameter for make to get it to use more CPU's. (It seems the problems forcing Qt compile to target OSX 10.6 have come back in 4.8.3, hence my need to build Qt a few times already). Thanks! Tony. ___ Interest mailing list Interest@qt-project.org http://lists.qt-project.org/mailman/listinfo/interest
Re: [Interest] How to build Qt using multiple CPU's on Mac?
20.09.2012, 17:38, Tony Rietwyk t...@rightsoft.com.au: Hi Everybody, On windows when I run nmake after configure, it uses all of my CPU's and is finished in under 2 hours. On mac OSX Lion with XCode 4.3.2, when I run make after configure, it only uses 1 CPU. My google fu is not working and I can't find the parameter for make to get it to use more CPU's. make -jN, where N is a number of concurrent processes. Read man make for more details. -- Regards, Konstantin ___ Interest mailing list Interest@qt-project.org http://lists.qt-project.org/mailman/listinfo/interest
Re: [Interest] How to build Qt using multiple CPU's on Mac?
On Thursday 20 September 2012 23:38:54 Tony Rietwyk wrote: Hi Everybody, On windows when I run nmake after configure, it uses all of my CPU's and is finished in under 2 hours. On mac OSX Lion with XCode 4.3.2, when I run make after configure, it only uses 1 CPU. My google fu is not working and I can't find the parameter for make to get it to use more CPU's. (It seems the problems forcing Qt compile to target OSX 10.6 have come back in 4.8.3, hence my need to build Qt a few times already). export MAKEFLAGS=-j8 $MAKEFLAGS ./configure ... make That way even configure will use all of your CPUs when building qmake. (Objviously adjust the 8 to whatever number of cores you have). Cheers, Sean -- This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. ___ Interest mailing list Interest@qt-project.org http://lists.qt-project.org/mailman/listinfo/interest
[Interest] Qt at the (American) Embedded Systems Conference East
Folks: Yesterday, I attended the trade show at the Embedded Systems Conference East, held annually in Boston Massachusetts. I'm glad to say that Qt had a booth there on the trade show floor, staffed by Digia employees. This year, the story being told in the Qt booth was a good one, addressing many of the concerns that folks have raised on these mailing lists for the last two years or so since Elop set fire to Nokia; it's clear the Qt picture finally hangs together as a whole, something it never did while Qt was being managed by Nokia. Qt is once again marching forwards on the Windows and Macintosh desktops, on Android, on iOS, on embedded Linux, and on VxWorks. Congratulations to the Qt team (including the Digia folks) and I hope the show was a success for you! I hope we'll have the chance to meet again at another ESC soon! Atlant This e-mail and the information, including any attachments, it contains are intended to be a confidential communication only to the person or entity to whom it is addressed and may contain information that is privileged. If the reader of this message is not the intended recipient, you are hereby notified that any dissemination, distribution or copying of this communication is strictly prohibited. If you have received this communication in error, please immediately notify the sender and destroy the original message. Thank you. Please consider the environment before printing this email. ___ Interest mailing list Interest@qt-project.org http://lists.qt-project.org/mailman/listinfo/interest
[Interest] QColor methods saturation(), value() and getHsv() are incredibly slow
Hello,Im playing around with an application were I use a QImage with a RGB32 format.I used the QColor method saturation() and value() to compute these values (I do notneed hue), and found out that these functions (and naturally also getHSV()) are incredibly slow.I wrote a straightforward implementation of a RGB-to-SV conversion, which on myPC is 12-15 times faster than using QColors getHSV() method.Wikipedia has a good explanation of HSV: http://en.wikipedia.org/wiki/HSL_and_HSVThe only difference between my function and the QColor method(s) is thatthe LSB of saturation is not always the same. I guess this is a rounding issue.So my question is: Are these QColor methods so slow or am I doing something wrong?(The Qt version Im using is 4.8.2 (mingw open source) on Windows XP.)My function looks like this:typedef unsigned char u8;typedef unsigned short u16;typedef unsigned long u32;//--u8 max3(u8 a, u8 b, u8 c){ u8 max = (a b) ? a : b; max = (max c) ? max : c; return max;}//--u8 min3(u8 a, u8 b, u8 c){ u8 min = (a b) ? b : a; min = (min c) ? c : min; return min;}//--u16 rgb_to_sv(u32 rgb){ u8 red = (rgb 16) 0xff; u8 green = (rgb 8) 0xff; u8 blue = rgb 0xff; u8 max = max3(red,green,blue); u8 min = min3(red,green,blue); if(max == 0) return 0; double saturation = (double)(max - min)/max; double tmp = saturation * 255; tmp += 0.5; u8 saturation_u8 = tmp; return (saturation_u8 8) + max; // value = max}//-- ___ Interest mailing list Interest@qt-project.org http://lists.qt-project.org/mailman/listinfo/interest
Re: [Interest] QColor methods saturation(), value() and getHsv() are incredibly slow
If you look at the code of QColor::toHsv(), you'll see that: 1) *all* calculations are done in floating point (probably to get better accuracy, but I can't say for sure); 2) most of the time is spent calculating hue. So no wonder your mostly-integer no-hue function is faster. On 09/20/2012 09:19 PM, Jochen Pernsteiner wrote: Hello, I'm playing around with an application were I use a QImage with a RGB32 format. I used the QColor method saturation() and value() to compute these values (I do not need hue), and found out that these functions (and naturally also getHSV()) are incredibly slow. I wrote a straightforward implementation of a RGB-to-SV conversion, which on my PC is 12-15 times faster than using QColor's getHSV() method. Wikipedia has a good explanation of HSV: http://en.wikipedia.org/wiki/HSL_and_HSV The only difference between my function and the QColor method(s) is that the LSB of 'saturation' is not always the same. I guess this is a rounding issue. So my question is: Are these QColor methods so slow or am I doing something wrong? (The Qt version I'm using is 4.8.2 (mingw open source) on Windows XP.) My function looks like this: typedef unsigned char u8; typedef unsigned short u16; typedef unsigned long u32; //-- u8 max3(u8 a, u8 b, u8 c) { u8 max = (a b) ? a : b; max = (max c) ? max : c; return max; } //-- u8 min3(u8 a, u8 b, u8 c) { u8 min = (a b) ? b : a; min = (min c) ? c : min; return min; } //-- u16 rgb_to_sv(u32 rgb) { u8 red = (rgb 16) 0xff; u8 green = (rgb 8) 0xff; u8 blue = rgb 0xff; u8 max = max3(red,green,blue); u8 min = min3(red,green,blue); if(max == 0) return 0; double saturation = (double)(max - min)/max; double tmp = saturation * 255; tmp += 0.5; u8 saturation_u8 = tmp; return (saturation_u8 8) + max; // value = max } //-- signature.asc Description: OpenPGP digital signature ___ Interest mailing list Interest@qt-project.org http://lists.qt-project.org/mailman/listinfo/interest
[Interest] Distributing custom qt build to a group of developers
My company currently has a Subversion repository for Qt that looks like this: /qtbuild /qt /build /macosx /install /macosx /win32 /win64 The /qt directory contains a git checkout of qt. The /install subdirectories contain the compiled frameworks/dlls for both a debug and release build of qt. The /build/macosx directory contains all of the object files generated when compiling. These seem to be required to be able to step into qt code using gdb. When a new version of Qt is released, I checkout that tag in the /qt directory and then rebuild Qt using certain configuration settings. I then commit all changes (the new frameworks/dlls, object files, etc.) to the Subversion repository. Other developers at my company can then update their Subversion checkouts so they have the new version of Qt. This works pretty well except that it requires checking a lot of binary files into Subversion, and both committing the files and checking them out is very slow. The size of the working copy is also extremely large (this can be addressed partly by using Subversion's sparse checkout feature). The repository on the server is also quite large. We use this process in part because some developers use not-so-powerful machines (and/or Windows virtual machines) on which compiling Qt can take multiple hours. Furthermore, as long as everyone runs svn update when I build a new version of Qt, we know that we are all using the same version and libraries. But I wonder whether there is a better way to handle this. How do other groups handle this? Using the binaries and/or SDK available for download is not an option for us because we need different configuration options and we sometimes need to patch Qt's source to fix bugs that have not bee fixed in Qt's git repository. Thanks for any ideas. Adam ___ Interest mailing list Interest@qt-project.org http://lists.qt-project.org/mailman/listinfo/interest
Re: [Interest] Distributing custom qt build to a group of developers
On 21/09/12 09:03, Adam Light wrote: This works pretty well except that it requires checking a lot of binary files into Subversion, and both committing the files and checking them out is very slow. ... Furthermore, as long as everyone runs svn update when I build a new version of Qt, we know that we are all using the same version and libraries. But I wonder whether there is a better way to handle this. You probably want to keep the source code in svn but do you really need to keep the binaries there? How often do people actually need old binaries? I'm going to assume the answer is not very often. Perhaps a more useful system would be to store the source code in svn and keep only the most recent set of binaries (in a non-version-controlled directory). To get new binaries you can use say, rsync and to get new source you'd use svn. A trivial script could fetch both. And thanks to the version-controlled sources you can still build an older set of binaries if you need them. -- Link ___ Interest mailing list Interest@qt-project.org http://lists.qt-project.org/mailman/listinfo/interest