Re: [Interest] How to use serveral textures in a QSGSimpleMaterialShader

2014-07-24 Thread Till Oliver Knoll
Am 23.07.2014 um 19:06 schrieb Martin Ertl qsmokeonthewa...@gmail.com:

 ...
 
 Question:
 Where is my mistake?
 Does the call of bind() on the second texture overwrite the bind() from 
 the first texture?

Yes :)

 ... which has a method glActiveTexture()

This. I can only speak for raw OpenGL right now, but OpenGL has several 
texture units (a minimum of 16 per shader stage). One of them is the active 
unit.

As long as you deal only with one texture you don't need to worry about setting 
the active texture (unit): by default the active texture selector is 0.

For multiple textures you iterate over all involved textures and activate the 
corresponding texture units (glActivateTexture) before binding 
(glBindTexture) the texture.

Additionally you need to specify to which texture unit a given uniform 
sampler2D tex1 refers to by calling glUniform1i and setting the texture 
selector (values 0, 1, 2,  ... Max Texure Units).

In recent (OpenGL = 4.1?) shader versions there is also a layout (or 
location) qualifier, so you can save the call to glUniform1i - but the exact 
syntax escapes me right now.

Lookup any multi texture example on the web, and the above will become clear 
;)

How to apply this to the usage of the mentioned Qt classes is left as an 
exercise to the reader...

Cheers,
  Oliver
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Re: [Interest] How to use serveral textures in a QSGSimpleMaterialShader

2014-07-24 Thread Till Oliver Knoll
Am 24.07.2014 um 09:28 schrieb Till Oliver Knoll till.oliver.kn...@gmail.com:

 ...
 In recent (OpenGL = 4.1?) shader versions there is also a layout (or 
 location) qualifier, so you can save the call to glUniform1i - but the 
 exact syntax escapes me right now.

From the OpenGL SuperBible:

layout (binding = 0) uniform sampler2D foo;
layout (binding = 1) uniform sampler2D bar;
etc.

This is the preferred way of assigning sampler uniforms to texture units (the 
binding values in the shader code above refer off course to the texture units 
that you activated (glActiveTexture) previously before binding your 
textures in your application).

Cheers,
  Oliver
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Re: [Interest] Qt DevDays 2014 - Call for Papers

2014-07-24 Thread Giuseppe D'Angelo

Hello,

Il 19/06/2014 12:23, Giuseppe D'Angelo ha scritto:

  http://www.qtdeveloperdays.com/call-papers-information

The deadlines are July 24th for Europe and August 15th for US.


There's an update: the Call for Papers' deadline for the Europe event 
has been extended to July 31st at midnight (CEST).


See you in Berlin!

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Re: [Interest] How to use serveral textures in a QSGSimpleMaterialShader

2014-07-24 Thread Martin Ertl
Hello Till,

thank you for your hints.
That gave me some input for further search and I found this nice little
piece of code
which shows nearly everything I'd like to do :-)
https://qt.gitorious.org/qt/qtdeclarative/source/4f69825c5bfd93b63f890a8188ece93af1283f1f:src/particles/qquickimageparticle.cpp#L207-297


Just a short summary of the main steps, the link above shows the details:

- Override QSGSimpleMaterialShader::initialize(), call the initialize()
method of the parent class at the very first action
- bind() the program
- define 'which texture unit a given uniform sampler2D tex refers to' by
calling
program()-setUniformValue(uTex0, 0);
program()-setUniformValue(uTex1, 1);
...
- get a pointer to QOpenGLFunctions by calling
QOpenGLContext::currentContext()-functions(); and store it in a member
variable


- Then override the void QSGSimpleMaterialShader::updateState(const State
*state, const State *) method
- call glActiveTexture(GL_TEXTURE0); on the QOpenGLFunctions pointer
extracted during initialize()
- call bind() on first texture texture
- call glActiveTexture(GL_TEXTURE1);
- bind() the second texture.


Have a nice day,
Martin




2014-07-24 10:00 GMT+02:00 Till Oliver Knoll till.oliver.kn...@gmail.com:

 Am 24.07.2014 um 09:28 schrieb Till Oliver Knoll 
 till.oliver.kn...@gmail.com:

  ...
  In recent (OpenGL = 4.1?) shader versions there is also a layout (or
 location) qualifier, so you can save the call to glUniform1i - but the
 exact syntax escapes me right now.

 From the OpenGL SuperBible:

 layout (binding = 0) uniform sampler2D foo;
 layout (binding = 1) uniform sampler2D bar;
 etc.

 This is the preferred way of assigning sampler uniforms to texture units
 (the binding values in the shader code above refer off course to the
 texture units that you activated (glActiveTexture) previously before
 binding your textures in your application).

 Cheers,
   Oliver
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Re: [Interest] How to use serveral textures in a QSGSimpleMaterialShader

2014-07-24 Thread Till Oliver Knoll
Am 24.07.2014 um 11:25 schrieb Martin Ertl qsmokeonthewa...@gmail.com:

 ...
 - define 'which texture unit a given uniform sampler2D tex refers to' by 
 calling
 program()-setUniformValue(uTex0, 0);
 program()-setUniformValue(uTex1, 1);
 ...

Or use the layout syntax in the shader itself, so you can skip setting the 
value (texture unit selector) of the uniforms (like you do above), like so:

 layout (binding = 0) uniform sampler2D foo;
 layout (binding = 1) uniform sampler2D bar;
 etc.

Works at least with recent OpenGL versions (and off course only if you write 
the shaders yourself ;)).

But by now I realise that the SG prefix probably stands for Scene Graph 
(which you are probably extending with your own objects), so you're with OpenGL 
ES 2 I guess (which probably won't digest above shader layout syntax).

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[Interest] Tabbed Dock Widgets

2014-07-24 Thread Graham Labdon
Hi
In my application I have a set of docked widgets that are all tabbed.
I have a menu to which I have added the action associated with the docked 
widget that enables me to toggle the viability of the widgets. This all works 
fine except for one niggle.
Say I have 2 out of 3 of my widgets on display and then use the menu to make a 
3rd visible. The 3rd widget does get added to the tabbed set of widgets but is 
not made the current tab.

Does anyone have any hints on how I can make it the current tab

Thanks

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[Interest] OpenGL weirdness

2014-07-24 Thread Yves Bailly

Greetings all,

I'm trying to build a very basic OpenGL program, just displaying a red
triangle.
Context:
- Windows 7 64bits
- Qt 5.3.1 (tested with the official MinGW build and a Visual 2012 build)
- I will need OpenGL 3.3 core and have to use GLEW
- using QGLWidget, overriding the usual initializeGL() and paintGL()

When I'm creating my widget like this:
   QGLFormat fmt(
 QGL::DoubleBuffer bitor   // enables double-buffering
 QGL::DepthBuffer bitor// enables support for depth buffer
 QGL::AlphaChannel bitor   // enables support for alpha-blending
 QGL::StencilBuffer bitor  // enables support for stencil buffer
 QGL::DirectRendering  // enables direct rendering to display
 );
   fmt.setStencilBufferSize(8);
   QGLFormat::setDefaultFormat(fmt);

   Gl_Widget glw;
   glw.show();
...then it works fine, I see my triangle. glGetString(GL_VERSION) gives 4.4.0.

But if I add an explicit request for the GL version:
   fmt.setVersion(4, 4);
   fmt.setProfile(QGLFormat::CoreProfile);
...then I no longer see my triangle, however glGetString(GL_VERSION) still gives
4.4.0.

If I try using some other version:
   fmt.setVersion(3, 3);
   fmt.setProfile(QGLFormat::CoreProfile);
...getGetString(GL_VERSION) gives 3.3.0 (as expected), but no triangle 
displayed.

With:
   fmt.setVersion(2, 1);
...getGetString(GL_VERSION) gives 4.4.0 (unexpected), and no triangle 
displayed.

With simply requesting the profile, without giving a version:
   fmt.setProfile(QGLFormat::CoreProfile);
...getGetString(GL_VERSION) gives 4.4.0 and my triangle is displayed.

Any idea about what's going on? The same thing occures on both MinGW (32bits) 
and
Visual C++ 2012 (64bits).

I'm investigating this thing because a program that used to work well with Qt 
5.2.1
no longer works with Qt 5.3.1.

Any hint highly welcome.

-- 
  /- Yves Bailly - Software developer   -\
  \- Sescoi RD  - http://www.sescoi.fr -/
The possible is done. The impossible is being done. For miracles,
thanks to allow a little delay.
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[Interest] qt_x11_wait_for_window_manager link error on CentOS 6.5

2014-07-24 Thread Mike Jackson
I am trying to compile some Qt code that is the following:

#if defined(Q_WS_X11)
   extern void qt_x11_wait_for_window_manager(QWidget * mainWin, bool);
   qt_x11_wait_for_window_manager(mainWin, false);
#endif

I am trying to reimplement some of the QSplashScreen with some additional
functionality and I think I may be missing a link library:

This is the error I get during linking:
CMakeFiles/DREAM3D.dir/DSplashScreen.cpp.o: In function
`DSplashScreen::finish(QWidget*)':
DSplashScreen.cpp:(.text+0x33f): undefined reference to
`qt_x11_wait_for_window_manager(QWidget*, bool)'
collect2: ld returned 1 exit status

I have googled as much as I can but can not really reveal what library I am
missing to link against.

This is with a self built Qt 4.8.4 on CentOS 6.5.

Thanks for any help with this.

-- 
Mike Jackson
imikejackson _at_ gee-mail dot com
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Re: [Interest] OpenGL weirdness

2014-07-24 Thread Giuseppe D'Angelo

Hello,

Il 24/07/2014 14:13, Yves Bailly ha scritto:

Any idea about what's going on? The same thing occures on both MinGW (32bits) 
and
Visual C++ 2012 (64bits).


Can you also dump the context profile? Maybe unless you're requesting 
both a version = 3.2 *and* a Core profile, then you're getting a 
Compatibility profile.


Regards,
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Re: [Interest] OpenGL weirdness

2014-07-24 Thread Agocs Laszlo
Hello,

Yes, check the profile too. Additionally, starting from 5.3, we have a useful 
example in qtbase/examples/opengl/contextinfo that can be used to check what 
kind of context is returned for a given version, profile and options 
combination.

   Gl_Widget glw;
   glw.show();

Here you are asking for OpenGL 2.0. You get a 4.4 compatibility profile 
context. This is just fine. The driver is free to give you 2.0, 2.1, or a 
compatibility profile of 3.2, 3.3, 4.x.

   fmt.setVersion(4, 4);
   fmt.setProfile(QGLFormat::CoreProfile);

Here you are asking for 4.4 core profile and that's exactly what you are 
getting. Are the app's OpenGL shaders and calls prepared to handle core profile?

   fmt.setVersion(3, 3);
   fmt.setProfile(QGLFormat::CoreProfile);

Similarly to the previous, you get 3.3 core.

   fmt.setVersion(2, 1);

Again, it gives you 4.4 compatibility.

   fmt.setProfile(QGLFormat::CoreProfile);

This is again 4.4 compatibility (not core) since you are requesting 2.0 core 
which does not make sense so the profile is ignored.

Best regards,
Laszlo


From: interest-bounces+laszlo.agocs=digia@qt-project.org 
[interest-bounces+laszlo.agocs=digia@qt-project.org] on behalf of Giuseppe 
D'Angelo [giuseppe.dang...@kdab.com]
Sent: Thursday, July 24, 2014 2:49 PM
To: interest@qt-project.org
Subject: Re: [Interest] OpenGL weirdness

Hello,

Il 24/07/2014 14:13, Yves Bailly ha scritto:
 Any idea about what's going on? The same thing occures on both MinGW (32bits) 
 and
 Visual C++ 2012 (64bits).

Can you also dump the context profile? Maybe unless you're requesting
both a version = 3.2 *and* a Core profile, then you're getting a
Compatibility profile.

Regards,
--
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Tel. UK +44-1738-450410, Sweden (HQ) +46-563-540090
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Re: [Interest] Tabbed Dock Widgets

2014-07-24 Thread Ben Swerts
Hi Graham,

Calling raise() on the QDockWidget should do it.

Greets,


Ben

 -Original Message-
 From: interest-bounces+benswerts=telenet...@qt-project.org
 [mailto:interest-bounces+benswerts=telenet...@qt-project.org] On Behalf
 Of Graham Labdon
 Sent: Thursday, July 24, 2014 12:29
 To: interest@qt-project.org
 Subject: [Interest] Tabbed Dock Widgets
 
 Hi
 In my application I have a set of docked widgets that are all tabbed.
 I have a menu to which I have added the action associated with the docked
 widget that enables me to toggle the viability of the widgets. This all
works
 fine except for one niggle.
 Say I have 2 out of 3 of my widgets on display and then use the menu to
 make a 3rd visible. The 3rd widget does get added to the tabbed set of
 widgets but is not made the current tab.
 
 Does anyone have any hints on how I can make it the current tab
 
 Thanks

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Re: [Interest] Tabbed Dock Widgets

2014-07-24 Thread Graham Labdon
Hi
I realise that but I cannot get a handle for the docked widget

-Original Message-
From: interest-bounces+graham.labdon=avalonsciences@qt-project.org 
[mailto:interest-bounces+graham.labdon=avalonsciences@qt-project.org] On 
Behalf Of Ben Swerts
Sent: 24 July 2014 14:17
To: interest@qt-project.org
Subject: Re: [Interest] Tabbed Dock Widgets

Hi Graham,

Calling raise() on the QDockWidget should do it.

Greets,


Ben

 -Original Message-
 From: interest-bounces+benswerts=telenet...@qt-project.org
 [mailto:interest-bounces+benswerts=telenet...@qt-project.org] On 
 Behalf Of Graham Labdon
 Sent: Thursday, July 24, 2014 12:29
 To: interest@qt-project.org
 Subject: [Interest] Tabbed Dock Widgets
 
 Hi
 In my application I have a set of docked widgets that are all tabbed.
 I have a menu to which I have added the action associated with the 
 docked widget that enables me to toggle the viability of the widgets. 
 This all
works
 fine except for one niggle.
 Say I have 2 out of 3 of my widgets on display and then use the menu 
 to make a 3rd visible. The 3rd widget does get added to the tabbed set 
 of widgets but is not made the current tab.
 
 Does anyone have any hints on how I can make it the current tab
 
 Thanks

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Re: [Interest] Tabbed Dock Widgets

2014-07-24 Thread Paul Miller
On 7/24/2014 5:29 AM, Graham Labdon wrote:
 Hi
 In my application I have a set of docked widgets that are all tabbed.
 I have a menu to which I have added the action associated with the docked 
 widget that enables me to toggle the viability of the widgets. This all works 
 fine except for one niggle.
 Say I have 2 out of 3 of my widgets on display and then use the menu to make 
 a 3rd visible. The 3rd widget does get added to the tabbed set of widgets but 
 is not made the current tab.

 Does anyone have any hints on how I can make it the current tab

Are you calling raise() on it once you add it?

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Re: [Interest] Is QML globalCompositeOperation incorrect?

2014-07-24 Thread 程梁
Sorry, I think QML globalCompositeOperation behavior is incorrect even 
according to QPianter::CompositionMode.

Best regards,
Cheng Liang
Nanjing, China
http://www.devbean.net

 From: thiago.macie...@intel.com
 To: interest@qt-project.org
 Date: Tue, 22 Jul 2014 12:45:46 -0700
 Subject: Re: [Interest] Is QML globalCompositeOperation incorrect?
 
 On Tuesday 22 July 2014 14:46:08 程梁 wrote:
  Hi,
  I have tested globalCompositeOperation of Context2D in Qt 5.3.1 but I found
  this is different from behavior of HTML5 canvas. I think this is incorrect
  accord with documents.
  I have attached these two screenshots. Is QML
  incorrect or my code is incorrect? QML  HTML5
 
 Authoritative:
 http://qt-project.org/doc/qt-5/qpainter.html#CompositionMode-enum
 
 -- 
 Thiago Macieira - thiago.macieira (AT) intel.com
   Software Architect - Intel Open Source Technology Center
 
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Re: [Interest] qt_x11_wait_for_window_manager link error on CentOS 6.5

2014-07-24 Thread Michael Jackson

On Jul 24, 2014, at 11:00 AM, Thiago Macieira thiago.macie...@intel.com wrote:

 On Thursday 24 July 2014 08:47:14 Mike Jackson wrote:
 I am trying to compile some Qt code that is the following:
 
 #if defined(Q_WS_X11)
   extern void qt_x11_wait_for_window_manager(QWidget * mainWin, bool);
   qt_x11_wait_for_window_manager(mainWin, false);
 #endif
 
 I am trying to reimplement some of the QSplashScreen with some additional
 functionality and I think I may be missing a link library:
 
 This is the error I get during linking:
 CMakeFiles/DREAM3D.dir/DSplashScreen.cpp.o: In function
 `DSplashScreen::finish(QWidget*)':
 DSplashScreen.cpp:(.text+0x33f): undefined reference to
 `qt_x11_wait_for_window_manager(QWidget*, bool)'
 collect2: ld returned 1 exit status
 
 I have googled as much as I can but can not really reveal what library I am
 missing to link against.
 
 You're not missing any.
 
 You're just trying to link against a private symbol that isn't exported. You 
 can't do that.
 
 The version you can link to is this:
 Q_GUI_EXPORT void qt_x11_wait_for_window_manager(QWidget *w)
 
 The missing parameter is assumed to be true, unlike what you're doing.
 
 -- 
 Thiago Macieira - thiago.macieira (AT) intel.com
  Software Architect - Intel Open Source Technology Center


Thank you for the insight. I have adjusted my code accordingly and it now 
compiles file. Thank you again for the help

Mike Jackson

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Re: [Interest] qt_x11_wait_for_window_manager link error on CentOS 6.5

2014-07-24 Thread Thiago Macieira
On Thursday 24 July 2014 08:47:14 Mike Jackson wrote:
 I am trying to compile some Qt code that is the following:
 
 #if defined(Q_WS_X11)
extern void qt_x11_wait_for_window_manager(QWidget * mainWin, bool);
qt_x11_wait_for_window_manager(mainWin, false);
 #endif
 
 I am trying to reimplement some of the QSplashScreen with some additional
 functionality and I think I may be missing a link library:
 
 This is the error I get during linking:
 CMakeFiles/DREAM3D.dir/DSplashScreen.cpp.o: In function
 `DSplashScreen::finish(QWidget*)':
 DSplashScreen.cpp:(.text+0x33f): undefined reference to
 `qt_x11_wait_for_window_manager(QWidget*, bool)'
 collect2: ld returned 1 exit status
 
 I have googled as much as I can but can not really reveal what library I am
 missing to link against.

You're not missing any.

You're just trying to link against a private symbol that isn't exported. You 
can't do that.

The version you can link to is this:
Q_GUI_EXPORT void qt_x11_wait_for_window_manager(QWidget *w)

The missing parameter is assumed to be true, unlike what you're doing.

-- 
Thiago Macieira - thiago.macieira (AT) intel.com
  Software Architect - Intel Open Source Technology Center

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Re: [Interest] OpenGL weirdness

2014-07-24 Thread Till Oliver Knoll
Am 24.07.2014 um 14:13 schrieb Yves Bailly yves.bai...@verosoftware.com:

 
 [Whenever a Core Profile is explicitly requested rendering stops workin]
 
 If I try using some other version:
   fmt.setVersion(3, 3);
   fmt.setProfile(QGLFormat::CoreProfile);
 ...getGetString(GL_VERSION) gives 3.3.0 (as expected),

Not directly related to the actual problem, but just to add: in my 
understanding the actual OpenGL driver is free to choose a higher API version 
(e.g. 4.4), even when you explicitly request an older one (e.g. 3.3) - as long 
as the returned context is backwards-compatible, that is!

I am not sure whether that is the case here (all 3.3 shaders and GL code would 
run without modification in 4.4), but in general that is so.

So the fact that you really received a 3.3 context when asking for one from a 
4.4 capable driver is possible and maybe even likely, but not necessarily 
to be expected.

IIRC on OS X 10.9 you always get a 4.1 context, even when asking for a 3.2 
context (on hardware that supports it).

 but no triangle displayed.

Probably again because you are getting a Core Profile.

 With:
   fmt.setVersion(2, 1);
 ...getGetString(GL_VERSION) gives 4.4.0 (unexpected), and no triangle 
 displayed.

As already mentioned in a previous reply: maybe a bit unexpected, but totally 
fine, because you get a Compatibility profile.



 
 With simply requesting the profile, without giving a version:

Doesn't make sense really: profiles are only introduced on OpenGL 3.2 and above 
:)
 
 Any idea about what's going on?

I strongly assume that you're not using any fixed pipeline functions such as 
glVertex etc. ;) so my best bet would be your shader code: did you copy/paste 
from some older OpenGL (ES) 2 shaders?

Check the GL error state then and when and especially the shader compile/link 
logs (return values)!

Cheers,
  Oliver
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Re: [Interest] qt_x11_wait_for_window_manager link error on CentOS 6.5

2014-07-24 Thread Thiago Macieira
On Thursday 24 July 2014 11:20:59 Michael Jackson wrote:
 Thank you for the insight. I have adjusted my code accordingly and it now
 compiles file. Thank you again for the help

Note that there's a reason why QSplashScreen uses the other function. See this 
commit:

https://qt.gitorious.org/qt/qt/commit/61dfa74bb542f495eb5ff25e3f91b9065eb1cfdd
-- 
Thiago Macieira - thiago.macieira (AT) intel.com
  Software Architect - Intel Open Source Technology Center

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[Interest] making 'hole' in the rectangle

2014-07-24 Thread Alexander Ivash
Is it possible to implement a 'hole' component which would make color of
its parent control transparent? For example:

Rectangle {
width: 100
height: 100

color: 'blue'

Rectangle {
width: 50
height: 50

color: 'green'

Hole {
   anchors.fill: parent
width: 25
height: 50
}
}
}

Expected result: area 100x100, filled with blue and 25x50 (not 50x50 as we
erased half of area with 'Hole') area of green on top.
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[Interest] Input devices auto detection

2014-07-24 Thread Константин Уткин
Greetings!

I’m using Qt 5.2.1 on embedded platform (based on TI DM3730, if it makes any 
sense).

I can plug any usb input devices and use them in my Qt apps only when I know 
exact device name. For example, I can call app: 

 . /myapp  -plugin EvdevMouse:/dev/input/event3 
 EvdevKeyboard:/dev/input/event6 

But if need to launch app first, then plug  USB  devices in, I have no chances 
to use these devices.
 So is there any way to solve a problem (in case of  EGLFS) ?

Best regards,
Konstantin Utkin
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