[Interest] Mixing Commercial and Open Source license for different projects

2021-03-15 Thread James Maxwell
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?
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Re: [Interest] Mixing Commercial and Open Source license for different projects

2021-03-15 Thread Giuseppe D'Angelo via Interest

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



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Re: [Interest] Mixing Commercial and Open Source license for, different projects

2021-03-15 Thread Roland Hughes

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

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Re: [Interest] [Qt3d] Rendering 3D object with 2D coordinates

2021-03-15 Thread Alex john
> 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.
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Re: [Interest] [Qt3d] Rendering 3D object with 2D coordinates

2021-03-15 Thread Federico Ferri
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.
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> Interest@qt-project.org
> https://lists.qt-project.org/listinfo/interest
>
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[Interest] [Qt3d] Rendering 3D object with 2D coordinates

2021-03-15 Thread Alex john
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.
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