Re: [Interest] qtwebview with qtwebchannel

2018-09-03 Thread Sylvain Pointeau
Hello, No I could not try yet, but I will do it this week. Note that there
is no need to pay the subscribtion to test it on the real device, the
subscription is only needed to put it on the app store.

thank you for your help!

Sylvain

Le mar. 4 sept. 2018 à 05:09, Artem Sidyakin  a
écrit :

> Have you succeeded? I got curious enough to try it myself and ran the
> example in Xcode’s Simulator - it works (https://i.imgur.com/bhE5NJa.png).
> I don’t have free $99 to try it on an actual iOS device, but I guess it
> will work fine there too.
>
> ---
> Artem Sidyaki
>
>
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Re: [Interest] qtwebview with qtwebchannel

2018-09-03 Thread Artem Sidyakin
Have you succeeded? I got curious enough to try it myself and ran the example 
in Xcode’s Simulator - it works (https://i.imgur.com/bhE5NJa.png).
I don’t have free $99 to try it on an actual iOS device, but I guess it will 
work fine there too.

---
Artem Sidyakin

> On 29 Aug 2018, at 10:17, Artem Sidyakin  wrote:
> 
> Sure, I used this one: 
> https://github.com/retifrav/qml-webchannel-websockets/tree/master/websockets-mostly-qml/websockets
> And here’s an article about that just in case: 
> https://retifrav.github.io/blog/2018/07/14/html-from-qml-over-webchannel-websockets/#mostly-qml
> 
> ---
> Artem Sidyakin
> 
>> On 27 Aug 2018, at 00:21, Sylvain Pointeau  
>> wrote:
>> 
>> 
>> On Sun, 26 Aug 2018 at 19:47, Artem Sidyakin  wrote:
>> I have an example working with Qt 5.11.1 on Mac OS and Android.
>> Unfortunately, I cannot check if it works on iOS - that’s why I was guessing.
>> 
>> could you put your example somewhere in github? so I can try it on ios?
>> 
>> Thank you
>> 
>> Best regards,
>> Sylvain
> 
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Re: [Interest] iOS build rejected by App Store Connect

2018-09-03 Thread Nikos Chantziaras
Thank you! I now saw the full details in your blog post, as pointed out 
by Guenter.



On 03/09/2018 14:22, ekke wrote:

have you added your assets catalogue to .pro ?

QMAKE_ASSET_CATALOGS = $$PWD/ios/Images.xcassets
QMAKE_ASSET_CATALOGS_APP_ICON = "AppIcon"

my assets are here:

     /ios
     /Images.xcassets
     /AppIcon.appiconset
     Contents.json
     ... my icons ...

ekke


Am 03.09.18 um 12:58 schrieb Nikos Chantziaras:

I followed the guide for the app icons to the letter:

   https://doc.qt.io/qt-5.9/platform-notes-ios.html

But when uploading to the app store, the build gets rejected:

===
Dear Developer,

We identified one or more issues with a recent delivery for your app,
"". Please correct the following issues, then upload again.

Missing Info.plist value - A value for the Info.plist key
'CFBundleIconName' is missing in the bundle ''. Apps built
with iOS 11 or later SDK must supply app icons in an asset catalog and
must also provide a value for this Info.plist key. For more
information see http://help.apple.com/xcode/mac/current/#/dev10510b1f7.
===


Does someone know what to do here? According to Apple's documentation,
CFBundleIconName is deprecated and should not be used anymore. I
deleted it from the Info.plist. But the upload is still being rejected
with the above message :-/



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Re: [Interest] Qt3D Framegraphs

2018-09-03 Thread Paul Lemire via Interest
Glad to hear that, hopefully things are starting to make more sense now.


On 09/03/2018 02:54 PM, Andy wrote:
> Progress! Here's my current framegraph:
>
> RenderSurfaceSelector:
>   Viewport:
>     ClearBuffers:
>   buffers: ColorDepthBuffer
>   clearColor: "#EEfaebd7"
>   NoDraw: {}
>     FrustumCulling:
>   # OnScreen
>   CameraSelector:
>     objectName: onScreenCameraSelector
>     RenderCapture:
>   objectName: onScreenCapture
>   # OffScreen
>   CameraSelector:
>     objectName: offScreenCameraSelector
>     RenderTargetSelector:
>   target:
>     RenderTarget:
>   attachments:
>   - RenderTargetOutput:
>   attachmentPoint: Color0
>   texture:
>     Texture2D:
>   width: 512
>   height: 512
>   format: RGBAFormat
>   ClearBuffers:
>     buffers: ColorDepthBuffer
>     clearColor: "#EEfaebd7"
>     NoDraw: {}
>   RenderCapture:
>     objectName: offScreenCapture
>
> Results of the render captures:
>
>    onScreenCapture: https://postimg.cc/image/v26nfj36l/
>    offScreenCapture: https://postimg.cc/image/68x3evrvx/
>
> I fixed the offscreen aspect ratio issue by creating a new offscreen
> camera and forwarding all but these two signals:
>
>    Qt3DRender::QCamera::aspectRatioChanged
>    Qt3DRender::QCamera::projectionMatrixChanged
>   
> Question:
>  
>    1) I am using an RGBAFormat for my texture. I changed the alpha in
> the clear colour from 0x80 to 0xEE and I now see an alpha cleared
> background in the offscreen (see image). I can just use RGB for my
> purposes right now, but I'm curious why the onscreen clearing is not
> using the alpha channel? I can confirm this by changing the clear
> colour to #FF00 - I just get solid black.
Well I believe that this depends on the format of your back buffer
(usually it is RGB). You can try to query it with
QSurfaceFormat::defaultFormat() and looking for the alphaBuffer size (or
apitrace also gives you the format when you select a draw call that
renders to screen).
>  
> Problem:
>
>    1) The resulting scene isn't the same in the offscreen capture:
>   - the yellow cube is on top of everything
>   - the red & blue arrows aren't clipped by the plane
I suspect that this is caused by the fact that you have no depth
attachment on your RenderTarget so that depth testing isn't performed
properly. You would need to create another RenderTargetOutput that you
bind to the attachment point Depth with a suitable Texture2D texture
with format (D32, D24 ...).

>   - it isn't antialiased
That's likely caused by a) not having a high resolution enough for your
attachments b) using a Texture2D instead of a Texture2DMultisample
(though I'm not sure RenderCapture would work with the latter).
Have you tried going for a 2048/2408 texture instead of 512/512 assuming
you have no memory constraints? Then you can always scale back the
QImage you capture to 512/512 if need be.

>
> I'm wondering if this is because the shaders aren't being used for the
> offscreen texture? I noticed in apitrace that when switching
> GL_DRAW_FRAMEBUFFER to 0 (onscreen), glUseProgram(1) is called. This
> is not called when switching GL_DRAW_FRAMEBUFFER to 1 (offscreen). Is
> the program supposed to persist or does it need to be called again
> when switching framebuffers?
Programs aren't tied to FrameBuffers, you just call glUseProgram when
you want to switch program and/or when you didn't track what was the
previously used program was.
>
> (apitrace is super-cool. Thanks for the pointer.)
There are also vogl and renderdoc but I tend to always go back to
apitrace :)
>
> Thank you for your time & help!
>
> ---
> Andy Maloney  //  https://asmaloney.com
> twitter ~ @asmaloney 

-- 
Paul Lemire | paul.lem...@kdab.com | Senior Software Engineer
KDAB (France) S.A.S., a KDAB Group company
Tel: France +33 (0)4 90 84 08 53, http://www.kdab.fr
KDAB - The Qt, C++ and OpenGL Experts



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Re: [Interest] Qt3D Framegraphs

2018-09-03 Thread Andy
Progress! Here's my current framegraph:

RenderSurfaceSelector:
  Viewport:
ClearBuffers:
  buffers: ColorDepthBuffer
  clearColor: "#EEfaebd7"
  NoDraw: {}
FrustumCulling:
  # OnScreen
  CameraSelector:
objectName: onScreenCameraSelector
RenderCapture:
  objectName: onScreenCapture
  # OffScreen
  CameraSelector:
objectName: offScreenCameraSelector
RenderTargetSelector:
  target:
RenderTarget:
  attachments:
  - RenderTargetOutput:
  attachmentPoint: Color0
  texture:
Texture2D:
  width: 512
  height: 512
  format: RGBAFormat
  ClearBuffers:
buffers: ColorDepthBuffer
clearColor: "#EEfaebd7"
NoDraw: {}
  RenderCapture:
objectName: offScreenCapture

Results of the render captures:

   onScreenCapture: https://postimg.cc/image/v26nfj36l/
   offScreenCapture: https://postimg.cc/image/68x3evrvx/

I fixed the offscreen aspect ratio issue by creating a new offscreen camera
and forwarding all but these two signals:

   Qt3DRender::QCamera::aspectRatioChanged
   Qt3DRender::QCamera::projectionMatrixChanged

Question:

   1) I am using an RGBAFormat for my texture. I changed the alpha in the
clear colour from 0x80 to 0xEE and I now see an alpha cleared background in
the offscreen (see image). I can just use RGB for my purposes right now,
but I'm curious why the onscreen clearing is not using the alpha channel? I
can confirm this by changing the clear colour to #FF00 - I just get
solid black.

Problem:

   1) The resulting scene isn't the same in the offscreen capture:
  - the yellow cube is on top of everything
  - the red & blue arrows aren't clipped by the plane
  - it isn't antialiased

I'm wondering if this is because the shaders aren't being used for the
offscreen texture? I noticed in apitrace that when switching
GL_DRAW_FRAMEBUFFER to 0 (onscreen), glUseProgram(1) is called. This is not
called when switching GL_DRAW_FRAMEBUFFER to 1 (offscreen). Is the program
supposed to persist or does it need to be called again when switching
framebuffers?

(apitrace is super-cool. Thanks for the pointer.)

Thank you for your time & help!

---
Andy Maloney  //  https://asmaloney.com
twitter ~ @asmaloney 
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Re: [Interest] iOS build rejected by App Store Connect

2018-09-03 Thread Guenter Schwann via Interest
On Montag, 3. September 2018 12:58:28 CEST Nikos Chantziaras wrote:
> I followed the guide for the app icons to the letter:
> 
>https://doc.qt.io/qt-5.9/platform-notes-ios.html

I think that part of the Qt documentation is outdated. Instead it's mandatory 
by Apple to use an asset catalog for the icons.

Ekke's blog post helped me a lot:
https://appbus.wordpress.com/2017/10/06/ios-11-and-xcode-9-in-qt-5-9-x-projects/

-- 
Guenter Schwann
Viking Software
http://www.vikingsoftware.com



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Re: [Interest] iOS build rejected by App Store Connect

2018-09-03 Thread ekke
have you added your assets catalogue to .pro ?

QMAKE_ASSET_CATALOGS = $$PWD/ios/Images.xcassets
QMAKE_ASSET_CATALOGS_APP_ICON = "AppIcon"

my assets are here:

    /ios
    /Images.xcassets
    /AppIcon.appiconset
    Contents.json
    ... my icons ...

ekke


Am 03.09.18 um 12:58 schrieb Nikos Chantziaras:
> I followed the guide for the app icons to the letter:
>
>   https://doc.qt.io/qt-5.9/platform-notes-ios.html
>
> But when uploading to the app store, the build gets rejected:
>
> ===
> Dear Developer,
>
> We identified one or more issues with a recent delivery for your app,
> "". Please correct the following issues, then upload again.
>
> Missing Info.plist value - A value for the Info.plist key
> 'CFBundleIconName' is missing in the bundle ''. Apps built
> with iOS 11 or later SDK must supply app icons in an asset catalog and
> must also provide a value for this Info.plist key. For more
> information see http://help.apple.com/xcode/mac/current/#/dev10510b1f7.
> ===
>
>
> Does someone know what to do here? According to Apple's documentation,
> CFBundleIconName is deprecated and should not be used anymore. I
> deleted it from the Info.plist. But the upload is still being rejected
> with the above message :-/
>
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[Interest] iOS build rejected by App Store Connect

2018-09-03 Thread Nikos Chantziaras

I followed the guide for the app icons to the letter:

  https://doc.qt.io/qt-5.9/platform-notes-ios.html

But when uploading to the app store, the build gets rejected:

===
Dear Developer,

We identified one or more issues with a recent delivery for your app, 
"". Please correct the following issues, then upload again.


Missing Info.plist value - A value for the Info.plist key 
'CFBundleIconName' is missing in the bundle ''. Apps built 
with iOS 11 or later SDK must supply app icons in an asset catalog and 
must also provide a value for this Info.plist key. For more information 
see http://help.apple.com/xcode/mac/current/#/dev10510b1f7.

===


Does someone know what to do here? According to Apple's documentation, 
CFBundleIconName is deprecated and should not be used anymore. I deleted 
it from the Info.plist. But the upload is still being rejected with the 
above message :-/


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Re: [Interest] [Development] qt open62541 client connection signals doesn't receive from backend class

2018-09-03 Thread Maurice Kalinowski
Hi,

Are you sure that the backend is loaded properly? Check 
QOpcUaProvider::availableBackends() and/or whether the client creation causes 
any issues.
Furthermore, I assume you have been using the documentation from Open62541 
itself? The default build generates a shared library, which needs to be in your 
PATH to be found on runtime.

As a final comment, your question is rather on using Qt / QtOpcUa, while this 
list is intended for developing on Qt itself. Hence, let’s move any followup 
discussion to interest@qt-project.org where 
user problems are tackled.

BR,
Maurice


From: Development  
On Behalf Of Berna Sanchez
Sent: Sunday, September 2, 2018 7:03 PM
To: developm...@qt-project.org
Subject: [Development] qt open62541 client connection signals doesn't receive 
from backend class

Hello,
I'm on a stuck with a problem and some help will be appreciated it.
I've installed open62541 following this tutorial (Building On Windows – 
Mingw32) and seems like everything are ok, but when I try to connect my own 
client with a demo opcua server the QOpcUaClient::ClientState(Connecting) is 
always connecting state (no matter if server is running or not).

Debugging I can see:

-qopen62541backend.cpp:
Open62541AsyncBackend::connectToEndpoint(const QUrl ) is emitting signals 
correctly (connected when server is running or disconnected when not) so far I 
think it's ok.

On other hand, qopcuaclientprivate.cpp:
void pcUaClientPrivate::setStateAndError(QOpcUaClient::ClientState state, 
QOpcUaClient::ClientError error) seems like should receive the signals from 
backend class but it doesn't work, so client state still on connecting.

I also tried with other compiler (“Qt 5.11.1 64-bit for Desktop (MSVC 2017)”) 
and still happen the same.

I'm looking forward for your feedback. Thanks in advance.
Regards.
Berna.
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