[Interest] Mixing Commercial and Open Source license for different projects
There is no particular reason. I just don't understand what all of this means. Is there even a difference between the GPL creator and commercial creator? I feared that once I have a license, whenever I use any QtCreator it is commercially licensed. But using QtCreator is not actually my main concern. If I have a commercial Qt license, can I still develop for projects which are going to be released under LGPL where also other people don't have a Qt license (of course assuming we only use LGPL Qt and nothing of the commercial only parts). I am afraid of the following: "(ii) use Licensed Software for creation of any software created with or incorporating Open Source Qt" what does licensed software mean? If I have Qt commercial, do I always use Qt under commercial license and thus cannot create any software using open source qt? ___ Interest mailing list Interest@qt-project.org https://lists.qt-project.org/listinfo/interest
Re: [Interest] Mixing Commercial and Open Source license for different projects
Il 14/03/21 15:29, James Maxwell ha scritto: For A I need a commercial license. Am I then still allowed to use QtCreator under my commercial license to develop a LGPL project for customer B? Apart from whether it's allowed or not, is there any particular reason for going this way rather than using the GPL edition of QtCreator to develop for customer B? (I'm not being dismissive, it's an actual open question). Cheers, -- Giuseppe D'Angelo | giuseppe.dang...@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.com KDAB - The Qt, C++ and OpenGL Experts smime.p7s Description: Firma crittografica S/MIME ___ Interest mailing list Interest@qt-project.org https://lists.qt-project.org/listinfo/interest
Re: [Interest] Mixing Commercial and Open Source license for, different projects
The short answer would be no. You have to use an OpenSource version for customer B and a commercial version for A. This is one of the reasons I keep 5-6 machines in my office. I load one up for use with a specific client. When a client wants me to use commercial they have to acquire the license and send a machine. I do that so the license is never installed on anything I own. They do that because they usually have a VPN and some other software they want pre-loaded. This is all part of the licensing FUD that has been happening for years now. Adding insult to injury, if you have been following the discussions per the death of OpenSource LTS (pretty much the death of OpenSource Qt) and the add-on arguments about other OpenSource projects which are fully OpenSource yet will not be kept current in OpenSource Qt 5.x now that 6 has come out and the other brew-ha-ha over fixes not being provided to OpenSource as part of the death of OpenSource LTS, you wouldn't even want to _try_ using your commercial version to write code for an OpenSource project. There will be lots of stuff fix or new in it that simply doesn't exist in the OpenSource version and will not for many many months, if ever at all. You have touched on one of the many reasons so many companies are opting to abandon Qt. I just talked with two more this week who had been firmly entrenched with Qt for years. Both are rather large names in their industries. Both re-wrote everything under Electron. https://www.electronjs.org/ The licensing FUD and the death of OpenSource LTS were the reasons they left. On 3/15/21 6:00 AM, James Maxwell wrote: For A I need a commercial license. Am I then still allowed to use QtCreator under my commercial license to develop a LGPL project for customer B? -- Roland Hughes, President Logikal Solutions (630)-205-1593 http://www.theminimumyouneedtoknow.com http://www.infiniteexposure.net http://www.johnsmith-book.com http://www.logikalblog.com http://www.interestingauthors.com/blog ___ Interest mailing list Interest@qt-project.org https://lists.qt-project.org/listinfo/interest
Re: [Interest] [Qt3d] Rendering 3D object with 2D coordinates
> Going the other way round (back-projection) can be done by e.g. > QVector3D::unproject() Thanks, as I'm referring the the wireframe example I was able to get the camera projection matrix from Camera Qml. However, I'm unsure how to get the ModelView matrix and the viewport. As I have loaded my custom obj in wireframe example and using the same geometry and camera settings as its for wireframe, therefore can you please let me know how this can be done at QML side? I did try to find this in the documentation but didn't find the usage. > On Mon, Mar 15, 2021 at 11:03 AM Alex john wrote: >> >> Hello , >> >> Im successessfully able to load the obj file in Scene3D, and by using >> fromEulerAngles I'm able to get the required yaw, pitch and >> roll.However, I'm not able to use the right translation to get the >> object rendered. I get the x,y coordinates in pixels from the other >> module and I need to render the 3d model exactly at that pixel >> location. It turns out that the Transform type has translation and it >> takes the input in 3d coordinates (not sure which unit) if I try to >> assign the x,y coordinates to the 3d coordinates it renders somewhere >> else. Seems like the x,y in the translation is not the pixel 2d >> values, as even with a x=0.3 it deflects more than expected. >> >> Is there a way to assign the x,y 2d pixel values (as we do for >> Rectangle {x: 100, y:100}) to the translation so that it is rendered >> to the right place where it's desired. >> ___ >> Interest mailing list >> Interest@qt-project.org >> https://lists.qt-project.org/listinfo/interest ___ Interest mailing list Interest@qt-project.org https://lists.qt-project.org/listinfo/interest
Re: [Interest] [Qt3d] Rendering 3D object with 2D coordinates
The 3D coordinates are *world coordinates*, and their units is whatever you like, e.g. you can have a cube of size 0.1, 1, or 100, and with appropriate camera settings, it will appear the same onto the window/device. 2D *window coordinates* are another thing. For going to world coords to window coords points are (left) multiplied by the view matrix, then by the projection matrix, then coordinates are scaled/translated to render in the window/viewport (this is not specific to Qt3D, it's just basic OpenGL). Going the other way round (back-projection) can be done by e.g. QVector3D::unproject() On Mon, Mar 15, 2021 at 11:03 AM Alex john wrote: > Hello , > > Im successessfully able to load the obj file in Scene3D, and by using > fromEulerAngles I'm able to get the required yaw, pitch and > roll.However, I'm not able to use the right translation to get the > object rendered. I get the x,y coordinates in pixels from the other > module and I need to render the 3d model exactly at that pixel > location. It turns out that the Transform type has translation and it > takes the input in 3d coordinates (not sure which unit) if I try to > assign the x,y coordinates to the 3d coordinates it renders somewhere > else. Seems like the x,y in the translation is not the pixel 2d > values, as even with a x=0.3 it deflects more than expected. > > Is there a way to assign the x,y 2d pixel values (as we do for > Rectangle {x: 100, y:100}) to the translation so that it is rendered > to the right place where it's desired. > ___ > Interest mailing list > Interest@qt-project.org > https://lists.qt-project.org/listinfo/interest > ___ Interest mailing list Interest@qt-project.org https://lists.qt-project.org/listinfo/interest
[Interest] [Qt3d] Rendering 3D object with 2D coordinates
Hello , Im successessfully able to load the obj file in Scene3D, and by using fromEulerAngles I'm able to get the required yaw, pitch and roll.However, I'm not able to use the right translation to get the object rendered. I get the x,y coordinates in pixels from the other module and I need to render the 3d model exactly at that pixel location. It turns out that the Transform type has translation and it takes the input in 3d coordinates (not sure which unit) if I try to assign the x,y coordinates to the 3d coordinates it renders somewhere else. Seems like the x,y in the translation is not the pixel 2d values, as even with a x=0.3 it deflects more than expected. Is there a way to assign the x,y 2d pixel values (as we do for Rectangle {x: 100, y:100}) to the translation so that it is rendered to the right place where it's desired. ___ Interest mailing list Interest@qt-project.org https://lists.qt-project.org/listinfo/interest