[Interest] Can I make a Model sphere visible in the inside ?
Hi QtQuick3D skybox does not work properly in android (opengl es), from the docs Qt Quick 3D Graphics Requirements | Qt Quick 3D 6.3.0 | | | | Qt Quick 3D Graphics Requirements | Qt Quick 3D 6.3.0 | | | "The following list contains some of the features that will be unavailable or disfunctional: - Image based lighting, light probes, skybox" Should I report a bug on this, even if it seems to be a plataform limitation ? I was thinking as a workaround to use a texture in a big Model sphere, fix the sphere position to the camera position, but spheres become insible when the camera is inside. Is there a way to show textures in both sides of a sphere Model ? ThanksJoão___ Interest mailing list Interest@qt-project.org https://lists.qt-project.org/listinfo/interest
Re: [Interest] Embedding a QTextBrowser in a QML application: QObject: Cannot create children for a parent that is in a different thread
Hi I did something like that using Flickable, like Shawn is sugesting, works very well. Only I didnt have the need to use scrollToAnchor(...), but indeed using contentY, seems like the best option I can remember. CheersJoão Em quarta-feira, 30 de março de 2022 09:55:38 GMT+1, Shawn Rutledge escreveu: On 2022 Mar 30, at 03:03, Jeffrey Brendecke wrote: For an app I am working on I need a component for displaying HTML rich text. TextEdit does not provide an important feature I need present in QTextEdit and QTextBrowser: scrollToAnchor( const QString& ). So you went and wrote up a feature request at bugreports.qt.io about that, first thing, right? ;-) Please do, because we know that Qt Quick cannot be taken seriously for desktop development unless we add missing features like this over time; and that’s really a goal. Since TextEdit doesn’t have scrolling built-in (the separation of concerns principle was followed there at least), you’d need to put it in a Flickable, and then you’d need a way to find the y coordinate of the anchor location so that you can set Flickable’s contentY. And we don’t have API for dealing with anchors AFAIK. Probably we should, but it needs a bit of brainstorming about what that should look like; e.g. we could have a function to look up the position by name, like anchorPosition(string); but maybe you first need a list of anchors. (Even the name could be a matter for discussion since “anchors” usually mean something different in Qt Quick.) If you are getting a list, should it be only a QStringList or should we provide all the necessary information at once, somehow? QVariantList? Or would a QAIM be useful? Something like https://code.qt.io/cgit/qt/qtwebengine.git/tree/src/pdf/qpdflinkmodel_p.h but maybe that’s overkill for this case. Anyway if you wanted to show a sidebar with a “table of contents” or list of link destinations (ListView or TreeView?) some sort of model would be useful. (I will soon try to use TreeView in QtPDF, although in that context, links and bookmarks are different things.) Even better if the same model could be used both in Quick and widget-based applications; maybe it could be done if it would work only with QTextDocument and QTextLayout objects, and the view’s job is to keep it updated whenever the text layout is done or redone; but I’m not sure. Having complete information about anchors and their locations at startup would be in conflict with the idea of doing text layout lazily, to save time and memory when the text is large (like a document containing a whole book). Does anybody have any better ideas? The app will have to work on iOS, so WebEngine is out of the question, and I would not want to have all the overhead of having a web browser in the app anyways. Given the text itself is fairly simple (no images, just formatted text), QTextBrowser gives me what I need. I have been looking into trying to embed a QTextBrowser into a QML application using the approach in this project: https://www.alex-spataru.com/blog/using-qt-widgets-in-your-qmlqtquick-applications. (QmlPlainTextEdit) A similar approach is used here: https://github.com/mosolovsa/qmlplot Data visualization with QPainter… I guess they don’t expect real-time… This involves:* Creating a class deriving from QQuickPaintedItem* Encapsulating an instance of QTextBrowser instantiated with a nullptr parent as a member in that class* Rendering from the QTextBrowser into the QQuickPaintedItem derivative* Hooking up the necessary events between the QQuickPaintedItem and the QTextBrowser instance That all seems to be no problem. The problem I get results in a segmentation fault: “””QObject: Cannot create children for a parent that is in a different thread.(Parent is QTextDocument(0x5617e2ebed80), parent's thread is QThread(0x5617e2958860), current thread is QSGRenderThread(0x5617e2d18400)“”" I’d have to use the debugger to understand what threads are involved and where is this child being created from, but yes thread ownership of objects is a thing. https://doc.qt.io/qt-6/qobject.html#moveToThread or try to figure out how to get the child creation into the correct thread, or... You could alternatively go the other way around: write a widget application and use QQuickWidget for the Quick contents. (Hopefully only one of those.) And perhaps run into different bugs… but we are porting QQuickWidget to RHI for 6.4, and hopefully looking at some old bugs there while we’re at it. ___ 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] bulding Qt from git
Hi Did you install ninja ? Enviado do Yahoo Mail para Android Em sexta, 22 out., 2021 às 21:52, Alexander Carôt escreveu: Hi all, my first time of building Qt (dev branch) on OSX10.15 faild and I wonder if you can help me with it. So far it was pretty straight-forward: git clone git://code.qt.io/qt/qt5.git git submodule update --init --recursive mkdir qt6-build ./configure -prefix ./qt6-build but the config process at the end gave me this: ---> Qt is now configured for building. Just run 'cmake --build . --parallel' Once everything is built, you must run 'cmake --install .' Qt will be installed into '/Users/soulalex/qt5/qt6-build' To configure and build other Qt modules, you can use the following convenience script: /Users/soulalex/qt5/qt6-build/bin/qt-configure-module If reconfiguration fails for some reason, try to remove 'CMakeCache.txt' from the build directory -- Configuring incomplete, errors occurred! See also "/Users/soulalex/qt5/CMakeFiles/CMakeOutput.log". See also "/Users/soulalex/qt5/CMakeFiles/CMakeError.log". CMake Error at qtbase/cmake/QtProcessConfigureArgs.cmake:947 (message): CMake exited with code 1. < So - it basically says "all good" but then prints an error at the end and when actually doing a cmake --build . it tells me ninja: error: loading 'build.ninja': No such file or directory Any hint appreciated, thanks, best Alex -- http://www.carot.de Email : alexan...@carot.de Tel.: +49 (0)177 5719797 ___ 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] Strange flicker when moving a camera with the mouse in Qt Quick 3D
Hi I have a View3D with MouseArea on top, I'm moving a camera when pressing and moving the mouse. It works but I get a strange flicker because of mapTo3DScene() strange results. A small example project is here CameraMove.zip | | | | CameraMove.zip | | | Relevant code of moving the camera is here: property vector3d mousePosition property vector3d worldPos3D_old: worldPos3D property vector3d worldPos3D property vector3d cameraPos //! [mouse area] MouseArea { id: ma anchors.fill: view //! [mouse area] onPressed: { cameraPos = mainCamera.position mousePosition = Qt.vector3d(mouseX, mouseY, 0) worldPos3D_old = worldPos3D = view.mapTo3DScene(mousePosition) } onMouseYChanged: { updateCamera(mouseX, mouseY) } function updateCamera( mouseX_, mouseY_){ mousePosition = Qt.vector3d(mouseX_, mouseY_, 0) worldPos3D = view.mapTo3DScene(mousePosition) console.log("worldPos3D: "+worldPos3D + " ; mousePosition: "+mousePosition ) mainCamera.position.x = cameraPos.x - worldPos3D.x + worldPos3D_old.x mainCamera.position.y = cameraPos.y - worldPos3D.y + worldPos3D_old.y //mainCamera.position = cameraPos - worldPos3D + worldPos3D_old } }//MouseArea --- The lines mousePosition = Qt.vector3d(mouseX_, mouseY_, 0) console.log("worldPos3D: "+worldPos3D + " ; mousePosition: "+mousePosition ) shows me strange values, when moving the mouse, in worldPos3D returned by mapTo3DScene(), see below qml: worldPos3D: QVector3D(152.83, 7.24083, 190) ; mousePosition: QVector3D(568.372, 216.524, 0) qml: worldPos3D: QVector3D(141.141, 1.82567, 190) ; mousePosition: QVector3D(568.372, 216.88, 0) qml: worldPos3D: QVector3D(152.474, 7.24082, 190) ; mousePosition: QVector3D(568.016, 216.88, 0) qml: worldPos3D: QVector3D(140.785, 1.46959, 190) ; mousePosition: QVector3D(567.66, 217.237, 0) qml: worldPos3D: QVector3D(152.117, 6.88474, 190) ; mousePosition: QVector3D(567.304, 217.593, 0) qml: worldPos3D: QVector3D(140.428, 1.46959, 190) ; mousePosition: QVector3D(566.948, 217.593, 0) qml: worldPos3D: QVector3D(151.761, 6.17257, 190) ; mousePosition: QVector3D(566.592, 218.305, 0) qml: worldPos3D: QVector3D(140.072, 1.1135, 190) ; mousePosition: QVector3D(566.236, 218.661, 0) See the last 3 values of mousePosition for example, the x value, they show coerent mouse move: 566.948 -> 566.592 -> 566.236But the equivalent world coordinates stored in worldPos3D by mapTo3DScene() make no sense to me:140.428 -> 151.761 ->140.072 The values are leaping wich explain the huge flicker. Any ideias why I get these strange values ? ThanksJoão ___ Interest mailing list Interest@qt-project.org https://lists.qt-project.org/listinfo/interest
Re: [Interest] Compile Qt 6.2.1 from source
Thiago I found the problem, followed your advice I installed ninja-build and works fine.In fact, I checked a old configure output, showed a warning: + exec /home/joao/qt6.2/qt5/qtbase/configure -top-level -developer-build -- -D QT_BUILD_TESTS_BY_DEFAULT=OFF '/usr/local/bin/cmake' '-D' 'QT_BUILD_TESTS_BY_DEFAULT=OFF' '-DINPUT_developer_build=yes' '-G' 'Unix Makefiles' '/home/joao/qt6.2/qt5' CMake Warning at qtbase/cmake/QtAutoDetect.cmake:76 (message): The officially supported CMake generator for building Qt is Ninja. You are using: 'Unix Makefiles' instead. Thus, you might encounter issues. Use at your own risk. Solved !!!CheersJoão Em terça-feira, 5 de outubro de 2021 00:39:42 GMT+1, Thiago Macieira escreveu: On Monday, 4 October 2021 14:43:08 PDT joao morgado via Interest wrote: > Hi Thiago > "git describe" shows > > v6.2.0-3-g1d8225dd > and "git branch" shows > 6.2.0 The first one is fine. That indicates 3 commits past the v6.2.0 tag. The second one is weird. The 6.2.0 branch shouldn't have moved after the tag, but it's not a problem. > I did a fresh install from start: git clone ..., git checkout 6.2.0, git > submodule update, perl init-repository, again a git sub module update, > configure ... , cmake --build I got the same type of error: Please insert "-j1 -v" to the cmake --build line (after --build) and paste the output. PS: you should install ninja. -- Thiago Macieira - thiago.macieira (AT) intel.com Software Architect - Intel DPG Cloud Engineering ___ Interest mailing list Interest@qt-project.org https://lists.qt-project.org/listinfo/interest
Re: [Interest] Compile Qt 6.2.1 from source
Hi Thiago "git describe" shows v6.2.0-3-g1d8225dd and "git branch" shows 6.2.0 I did a fresh install from start: git clone ..., git checkout 6.2.0, git submodule update, perl init-repository, again a git sub module update, configure ... , cmake --build I got the same type of error: [ 11%] Built target Scxml_autogen [ 11%] Building CXX object qttools/src/linguist/lprodump/CMakeFiles/lprodump.dir/.rcc/qrc_proparser.cpp.o Updating '/home/joao/qt6teste/qt5/qt6-build/qtbase/./translations/linguist_en.qm'... lrelease error: cannot create '/home/joao/qt6teste/qt5/qt6-build/qtbase/./translations/linguist_en.qm': No such file or directory make[2]: *** [qttranslations/translations/CMakeFiles/updateqm-linguist_en.ts.dir/build.make:70: qttranslations/translations/CMakeFiles/updateqm-linguist_en.ts] Erro 1 make[1]: *** [CMakeFiles/Makefile2:261912: qttranslations/translations/CMakeFiles/updateqm-linguist_en.ts.dir/all] Erro 2 make[1]: *** A aguardar por trabalhos não terminados [ 11%] Building CXX object qtscxml/tools/qscxmlc/CMakeFiles/qscxmlc.dir/__/__/src/scxml/qscxmlexecutablecontent.cpp.o [ 11%] Building CXX object qtscxml/tools/qscxmlc/CMakeFiles/qscxmlc.dir/__/__/src/scxml/qscxmltabledata.cpp.o [ 11%] Built target qtattributionsscanner [ 11%] Building CXX object qtscxml/tools/qscxmlc/CMakeFiles/qscxmlc.dir/generator.cpp.o [ 11%] Building CXX object qtscxml/tools/qscxmlc/CMakeFiles/qscxmlc.dir/main.cpp.o [ 11%] Linking CXX executable ../../../../qtbase/bin/lconvert [ 11%] Built target lconvert [ 11%] Building CXX object qtscxml/tools/qscxmlc/CMakeFiles/qscxmlc.dir/qscxmlc.cpp.o [ 11%] Building CXX object qtscxml/tools/qscxmlc/CMakeFiles/qscxmlc.dir/scxmlcppdumper.cpp.o [ 11%] Built target DesignerComponentsPrivate_autogen [ 11%] Building CXX object qtscxml/tools/qscxmlc/CMakeFiles/qscxmlc.dir/.rcc/qrc_templates.cpp.o [ 11%] Built target Sensors_autogen [ 11%] Linking CXX executable ../../../../qtbase/libexec/lprodump [ 11%] Built target lprodump [ 11%] Linking CXX executable ../../../qtbase/bin/qscxmlc [ 11%] Built target qscxmlc make: *** [Makefile:146: all] Erro 2 Thanks for your help Thiago, but I'm gonna give up on this, life is short and I also figure out the problem of SoundEffect not working on dev branch, gstreamer had not been configured. I had to install a bunch of dependencies of gstreamer and wayland libs, then a new build of the dev branch made the sound work perflectly. Thanks again João Em segunda-feira, 4 de outubro de 2021 19:54:15 GMT+1, Thiago Macieira escreveu: On Sunday, 3 October 2021 12:36:52 PDT joao morgado via Interest wrote: > The second installation that failled I git cloned to /home/joao/qt6.2.0/qt5, > configured from /home/joao/qt6.2.0/qt5/qt6.2.0-build . I did a checkout to > branch 6.2.0 before the "perl init-repository" Hello João Please confirm that the correct checkout was achieved. On the top-level, please run git describe and it should print: v6.2.0 Then please run "git submodule update" to ensure all the submodules are at their correct commits. -- Thiago Macieira - thiago.macieira (AT) intel.com Software Architect - Intel DPG Cloud Engineering ___ 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] Compile Qt 6.2.1 from source
Hi I did both instalations from git. The first one that was ok, I git cloned to /home/joao/qt6.2/qt5/ and configured it from /home/joao/qt6.2/qt5/qt6-build (bad naming the directory qt6.2 since I configured the dev branch) The second installation that failled I git cloned to /home/joao/qt6.2.0/qt5, configured from /home/joao/qt6.2.0/qt5/qt6.2.0-build . I did a checkout to branch 6.2.0 before the "perl init-repository" Both installations were configured with $../configure -developer-build -- -D QT_BUILD_TESTS_BY_DEFAULT=OFF $cmake --build . --parallel 6 I also tried $cmake --build . -j 6 got the same error. So it is the same configuration but in different directories and different branchs. Just to give a background, of what I'm trying to achive is to test this bug fix in linux [QTBUG-96202] SoundEffect does not work in Qt6.2 beta3 in Windows and Linux - Qt Bug Tracker | | | | [QTBUG-96202] SoundEffect does not work in Qt6.2 beta3 in Windows and Li... | | | and patch in https://codereview.qt-project.org/c/qt/qtmultimedia/+/371129 The fix is schedule to 6.2.1, since this branch doesnt exist yet, I compiled the dev branch, where the patch is already applied, actually is worse now since it crashs the program. Then I build the branch 6.2.0 with the patch applied manually but it failled. Then I build branch 6.2.0 without the patch, it failled. ThanksJoão Em domingo, 3 de outubro de 2021 18:18:42 GMT+1, Thiago Macieira escreveu: On Saturday, 2 October 2021 16:54:59 PDT joao morgado via Interest wrote: > lrelease error: cannot create > '/home/joao/qt6.2.0/qt5/qt6.2.0-build/qtbase/./translations/linguist_en.qm' > : No such file or directory lrelease error: cannot create > '/home/joao/qt6.2.0/qt5/qt6.2.0-build/qtbase/./translations/qtwebsockets_en > .qm': No such file or directory Can you share the exact cmake or configure command-line you tried? And when you say you built 6.2.0, was that from a set of tarballs (and if so, which one(s)?) or was it by switching your git checkout to the git tag? -- Thiago Macieira - thiago.macieira (AT) intel.com Software Architect - Intel DPG Cloud Engineering ___ 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] Skybox Qt Quick3D bad performance in Android
Hi Thank you for your anwser and sorry by my late replay. Using ktx files instead of hdr is alot better indeed, in my tablet, dropped the load time from 55seconds to aprox. 1 or 2 seconds wich what is expected.I guess the only downside is the file size, the 2.1MB hdr file grown up to 59MB ktx, but I'm ok with that. In my android mobile, compilation still fails, however I never used idealSurfaceFormat(), I always get an error of: undefined reference to `QQuick3D::idealSurfaceFormat(int)' The following example is version 2 with the idealSurfaceFormat() where that error happens, when compiling for linux and for android. SkyBoxTest2.zip | | | | SkyBoxTest2.zip | | | #include #include #include #include #include int main(int argc, char *argv[]){ // QCoreApplication::setAttribute(Qt::AA_EnableHighDpiScaling); QGuiApplication app(argc, argv); QSurfaceFormat::setDefaultFormat(QQuick3D::idealSurfaceFormat(4)); QQmlApplicationEngine engine;const QUrl url(QStringLiteral("qrc:/main.qml"));QObject::connect(, ::objectCreated, , [url](QObject *obj, const QUrl ) {if (!obj && url == objUrl) QCoreApplication::exit(-1);}, Qt::QueuedConnection);engine.load(url); return app.exec();} Is this a Qt bug, or a bug of mine ? What am I missing ? ThanksJoão Em segunda-feira, 2 de agosto de 2021 10:03:00 GMT+1, Laszlo Agocs escreveu: #yiv7629575724 P {margin-top:0;margin-bottom:0;}Hi, https://doc.qt.io/qt-6/qtquick3d-requirements.html#opengl-specifics (calling and honoring QQuick3D::idealSurfaceFormat()) is probably required in this case. (otherwise, not sure why it ends up using GLSL ES 100 shaders) Yet better, in Qt 6.1 and newer the whole pre-filtering process can be, and should be, done offline:https://doc.qt.io/qt-6/quick3d-asset-conditioning-ibl.html#pre-generating-ibl-cubemap This boils down to, with your example, running 'balsam galaxy.hdr' and referencing the generated galaxy.ktx from qml. If you were using CMake this could also be automated and left to the build system by adding something like the following to your CMakeLists: qt6_quick3d_bake_lightprobe_hdri(target "ibl_assets" PREFIX "/" FILES "galaxy.hdr") and then referencing "galaxy.ktx" from the qml file. Best regards,Laszlo From: Interest on behalf of joao morgado via Interest Sent: Saturday, July 31, 2021 3:52 AM To: Qt Interest Subject: [Interest] Skybox Qt Quick3D bad performance in Android I'm testing Quick3D on Android, all good, but if I use a skybox the performance is really bad or does not work at all. The following test project with trivial code is just a skybox and a red cilinder. SkyBoxTest.zip | | | | SkyBoxTest.zip | | | Runs fine in desktop linux mint, windows, MacOS, iPhone, but in my 2 android devices: - tablet Lenovo Tab M10 TB-X306F, OS Android 11, when I run the program, I get a black screen, it takes 55 seconds to load the image of the skybox and the red cylinder - mobile nokia 5.4 OS Android 10: compilation fails with the following errors: ---E VpsExtension: Failed to get binder for service "vendor.vpsservice"E VpsExtension: Failed to get binder for service "vendor.vpsservice"I AdrenoGLES-0: ERROR: 0:2: '' : GLSL error: extension 'GL_EXT_shader_texture_lod' is not supportedI AdrenoGLES-0: ERROR: 0:77: 'textureCubeLodEXT' : no matching overloaded function foundI AdrenoGLES-0: ERROR: 0:77: 'xyz' : field selection requires structure, vector, or matrix on left hand sideI AdrenoGLES-0: ERROR: 0:77: 'return' : function return is not matching type:I AdrenoGLES-0: ERROR: 4 compilation errors. No code generated.07-31 02:35:03.170 24150 24253 I AdrenoGLES-0:W libSkyBoxTest_arm64-v8a.so: Failed to compile shader: ERROR: 0:2: '' : GLSL error: extension 'GL_EXT_shader_texture_lod' is not supportedW libSkyBoxTest_arm64-v8a.so: ERROR: 0:77: 'textureCubeLodEXT' : no matching overloaded function foundW libSkyBoxTest_arm64-v8a.so: ERROR: 0:77: 'xyz' : field selection requires structure, vector, or matrix on left hand sideW libSkyBoxTest_arm64-v8a.so: ERROR: 0:77: 'return' : function return is not matching type:W libSkyBoxTest_arm64-v8a.so: ERROR: 4 compilation errors. No code generated.07-31 02:35:03.170 24150 24253 W libSkyBoxTest_arm64-v8a.so:07-31 02:35:03.170 24150 24253 W libSkyBoxTest_arm64-v8a.so:W libSkyBoxTest_arm64-v8a.so: Source was:W libSkyBoxTest_arm64-v8a.so: #version 100W libSkyBoxTest_arm64-v8a.so: #extension GL_EXT_shader_texture_lod : requireW libSkyBoxTest_arm64-v8a.so: precision highp float;W libSkyBoxTest_arm64-v8a.so: precision highp int;07-31 02:35:03.170 24150 24253 W libSkyBoxTest_arm64-v8a.so:W libSkyBoxTest_arm64-v8a.so: struct Lig
Re: [Interest] Compile Qt 6.2.1 from source
> My rule of thumb: 2 GB of RAM per logical processor to do a compilation. So > 16 > GB of RAM is sufficient for a 4-core system (8 CPUs), but not for 6-core (12 > > CPUs). > But this doesn't apply to qtwebengine. That thing has a few VERY big files > > that are concatenation of a lot of small ones and take multiple GB of RAM to > > compile. If you don't need qtwebengine, don't download it and don't build > it.> sdfs Thanks for this info. I have another question, I sucessfully build the dev branch, then I tried to build the branch 6.2.0 in another directory, using the same build parameters, but it failled with the following messages. Any ideias why this error happened ?Thanks [ 20%] Running AUTOMOC file extraction for target Scxml Consolidate compiler generated dependencies of target repc [ 20%] Running AUTOMOC file extraction for target Sensors [ 20%] Built target SerialPort_automoc_json_extraction Updating '/home/joao/qt6.2.0/qt5/qt6.2.0-build/qtbase/./translations/linguist_en.qm'... Updating '/home/joao/qt6.2.0/qt5/qt6.2.0-build/qtbase/./translations/qtwebsockets_en.qm'... lrelease error: cannot create '/home/joao/qt6.2.0/qt5/qt6.2.0-build/qtbase/./translations/linguist_en.qm': No such file or directory lrelease error: cannot create '/home/joao/qt6.2.0/qt5/qt6.2.0-build/qtbase/./translations/qtwebsockets_en.qm': No such file or directory make[2]: *** [qttranslations/translations/CMakeFiles/updateqm-linguist_en.ts.dir/build.make:70: qttranslations/translations/CMakeFiles/updateqm-linguist_en.ts] Erro 1 make[2]: *** [qttranslations/translations/CMakeFiles/updateqm-qtwebsockets_en.ts.dir/build.make:70: qttranslations/translations/CMakeFiles/updateqm-qtwebsockets_en.ts] Erro 1 make[1]: *** [CMakeFiles/Makefile2:259792: qttranslations/translations/CMakeFiles/updateqm-linguist_en.ts.dir/all] Erro 2 make[1]: *** A aguardar por trabalhos não terminados make[1]: *** [CMakeFiles/Makefile2:244804: qttranslations/translations/CMakeFiles/updateqm-qtwebsockets_en.ts.dir/all] Erro 2 [ 20%] Built target repc Updating '/home/joao/qt6.2.0/qt5/qt6.2.0-build/qtbase/./translations/qtwebengine_en.qm'... lrelease error: cannot create '/home/joao/qt6.2.0/qt5/qt6.2.0-build/qtbase/./translations/qtwebengine_en.qm': No such file or directory make[2]: *** [qttranslations/translations/CMakeFiles/updateqm-qtwebengine_en.ts.dir/build.make:70: qttranslations/translations/CMakeFiles/updateqm-qtwebengine_en.ts] Erro 1 make[1]: *** [CMakeFiles/Makefile2:244830: qttranslations/translations/CMakeFiles/updateqm-qtwebengine_en.ts.dir/all] Erro 2 [ 20%] Built target Scxml_automoc_json_extraction [ 20%] Built target Positioning_automoc_json_extraction [ 20%] Built target Sensors_automoc_json_extraction [ 20%] Built target DesignerComponentsPrivate_automoc_json_extraction make: *** [Makefile:146: all] Erro 2 joao@joao-Lenovo-Legion-Y530-15ICH:~/qt6.2.0/qt5/qt6.2.0-build$ git branch * 6.2.0 dev joao@joao-Lenovo-Legion-Y530-15ICH:~/qt6.2.0/qt5/qt6.2.0-build$ Em sábado, 2 de outubro de 2021 02:11:38 GMT+1, Thiago Macieira escreveu: On Friday, 1 October 2021 08:52:09 PDT joao morgado via Interest wrote: > cmake --build . -j 6 > and it works very well, much less memory used and the pc was usable during > compile time My rule of thumb: 2 GB of RAM per logical processor to do a compilation. So 16 GB of RAM is sufficient for a 4-core system (8 CPUs), but not for 6-core (12 CPUs). But this doesn't apply to qtwebengine. That thing has a few VERY big files that are concatenation of a lot of small ones and take multiple GB of RAM to compile. If you don't need qtwebengine, don't download it and don't build it. -- Thiago Macieira - thiago.macieira (AT) intel.com Software Architect - Intel DPG Cloud Engineering ___ 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] Compile Qt 6.2.1 from source
Hi guys Thanks all to your replays I did cmake --build . -j 6 and it works very well, much less memory used and the pc was usable during compile time Have a nice weekendJoão Em sexta-feira, 1 de outubro de 2021 15:01:22 GMT+1, Ivan Solovev escreveu: #yiv8654414017 P {margin-top:0;margin-bottom:0;}Hi, If you do not need the full Qt installation, you can use "-skip" flag to omit unneeded modules.I believe that skipping something like webengine can improve the situation. Best regards,Ivan From: Interest on behalf of joao morgado via Interest Sent: Friday, October 1, 2021 3:25 PM To: Qt Interest Subject: Re: [Interest] Compile Qt 6.2.1 from source Hi The compilation failled twice, I'm using the dev branch and developer build: $ ../qt5/configure -developer-build -- -D QT_BUILD_TESTS_BY_DEFAULT=OFF $ cmake --build . --parallel bulding fails at aprox. 36%, the pc runs out of memory and freezes. I'm using a fairly decent pc, with core i7 and 16GB ram, linux mint 20.2. I can see from linux monitor that memory is used up to 99% plus swap memory of 16GB used up to 100%. I'm using cmake version 3.21.3, I had to compile it from source, the first time I tried using cmake from linux repo I got an error saying that cmake version was too old. Any ideias ? CheersJoão Em quinta-feira, 30 de setembro de 2021 21:23:56 GMT+1, joao morgado via Interest escreveu: Thank you It's equal to building Qt5, wich I did before, I thought that for Qt6 git sources were no longer available. CheersJoão Em quinta-feira, 30 de setembro de 2021 19:18:03 GMT+1, Shawn Rutledge escreveu: On 2021 Sep 30, at 19:21, joao morgado via Interest wrote: Hi I have a commercial Qt license, can I compile Qt 6.2.1 branch from source ?I have reported some bugs that are now fixed in that branch, would like to try it. I've been searching codereview repositories, but I'm a bit lost. Just build the 6.2 branch from git. https://wiki.qt.io/Building_Qt_6_from_GitOf course by the time 6.2.1 is released, it will have many more changes. You can keep pulling periodically to follow along. ___ 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 mailing list Interest@qt-project.org https://lists.qt-project.org/listinfo/interest
Re: [Interest] Compile Qt 6.2.1 from source
Hi The compilation failled twice, I'm using the dev branch and developer build: $ ../qt5/configure -developer-build -- -D QT_BUILD_TESTS_BY_DEFAULT=OFF $ cmake --build . --parallel bulding fails at aprox. 36%, the pc runs out of memory and freezes. I'm using a fairly decent pc, with core i7 and 16GB ram, linux mint 20.2. I can see from linux monitor that memory is used up to 99% plus swap memory of 16GB used up to 100%. I'm using cmake version 3.21.3, I had to compile it from source, the first time I tried using cmake from linux repo I got an error saying that cmake version was too old. Any ideias ? CheersJoão Em quinta-feira, 30 de setembro de 2021 21:23:56 GMT+1, joao morgado via Interest escreveu: Thank you It's equal to building Qt5, wich I did before, I thought that for Qt6 git sources were no longer available. CheersJoão Em quinta-feira, 30 de setembro de 2021 19:18:03 GMT+1, Shawn Rutledge escreveu: On 2021 Sep 30, at 19:21, joao morgado via Interest wrote: Hi I have a commercial Qt license, can I compile Qt 6.2.1 branch from source ?I have reported some bugs that are now fixed in that branch, would like to try it. I've been searching codereview repositories, but I'm a bit lost. Just build the 6.2 branch from git. https://wiki.qt.io/Building_Qt_6_from_GitOf course by the time 6.2.1 is released, it will have many more changes. You can keep pulling periodically to follow along. ___ 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 mailing list Interest@qt-project.org https://lists.qt-project.org/listinfo/interest
Re: [Interest] Compile Qt 6.2.1 from source
Thank you It's equal to building Qt5, wich I did before, I thought that for Qt6 git sources were no longer available. CheersJoão Em quinta-feira, 30 de setembro de 2021 19:18:03 GMT+1, Shawn Rutledge escreveu: On 2021 Sep 30, at 19:21, joao morgado via Interest wrote: Hi I have a commercial Qt license, can I compile Qt 6.2.1 branch from source ?I have reported some bugs that are now fixed in that branch, would like to try it. I've been searching codereview repositories, but I'm a bit lost. Just build the 6.2 branch from git. https://wiki.qt.io/Building_Qt_6_from_GitOf course by the time 6.2.1 is released, it will have many more changes. You can keep pulling periodically to follow along. ___ 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] Compile Qt 6.2.1 from source
Hi I have a commercial Qt license, can I compile Qt 6.2.1 branch from source ?I have reported some bugs that are now fixed in that branch, would like to try it. I've been searching codereview repositories, but I'm a bit lost. ThanksJoão ___ Interest mailing list Interest@qt-project.org https://lists.qt-project.org/listinfo/interest
Re: [Interest] Qt6 porting guidance: QSound? QAudioFormat: endian, codec?
Hi Doris I've been testing SoundEffects in Qt6.2 beta2 and it's still quite buggy, a simple example code like the one in the docsSoundEffect QML Type | Qt Multimedia 6.2.0 - in windows crashes the program (if I remove the line where the wav file is set in source, the program does not crash, but of course nothing is played)- in linux mint I only get sound one time, at the first press event- in MacOS works good Shall I make a bug report, or do you Qt guys already know this ? ThanksJoão Em segunda-feira, 9 de agosto de 2021 11:38:51 GMT+1, Doris Verria escreveu: Hello, Currently, it is not possible to request a specific format for QAudioDecoder. We plan to support this after 6.2. QAudioDecoder now decodes to the native format used in the encoded file. That is, it will output in the same channel count, sample rate, sample format (the bits per sample information is sometimes irrelevant for compressed formats and therefore will be 0 or not known. In that case, the output format will default to 16bit signed int) as the original file. QAudioBuffer, returned by QAudioDecoder::read(), will have the correct output format set and can be retrieved through QAudioBuffer::format(). Best, Doris On 8.8.21, 3:46 AM, "David M. Cotter" wrote: You can still specify the channel count, sample rate, and the sample format where and how does one do this for QAudioDecoder? or does QAudioDecoder only always output one specific format? what is the format? 44100 hz, 16bit signed int, stereo? or what? i see no documentation that explains this, nor is there anything in the header indicating it is possible to request a specific format -dave ___ 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] Skybox Qt Quick3D bad performance in Android
I'm testing Quick3D on Android, all good, but if I use a skybox the performance is really bad or does not work at all. The following test project with trivial code is just a skybox and a red cilinder. SkyBoxTest.zip | | | | SkyBoxTest.zip | | | Runs fine in desktop linux mint, windows, MacOS, iPhone, but in my 2 android devices: - tablet Lenovo Tab M10 TB-X306F, OS Android 11, when I run the program, I get a black screen, it takes 55 seconds to load the image of the skybox and the red cylinder - mobile nokia 5.4 OS Android 10: compilation fails with the following errors: ---E VpsExtension: Failed to get binder for service "vendor.vpsservice"E VpsExtension: Failed to get binder for service "vendor.vpsservice"I AdrenoGLES-0: ERROR: 0:2: '' : GLSL error: extension 'GL_EXT_shader_texture_lod' is not supportedI AdrenoGLES-0: ERROR: 0:77: 'textureCubeLodEXT' : no matching overloaded function foundI AdrenoGLES-0: ERROR: 0:77: 'xyz' : field selection requires structure, vector, or matrix on left hand sideI AdrenoGLES-0: ERROR: 0:77: 'return' : function return is not matching type:I AdrenoGLES-0: ERROR: 4 compilation errors. No code generated.07-31 02:35:03.170 24150 24253 I AdrenoGLES-0:W libSkyBoxTest_arm64-v8a.so: Failed to compile shader: ERROR: 0:2: '' : GLSL error: extension 'GL_EXT_shader_texture_lod' is not supportedW libSkyBoxTest_arm64-v8a.so: ERROR: 0:77: 'textureCubeLodEXT' : no matching overloaded function foundW libSkyBoxTest_arm64-v8a.so: ERROR: 0:77: 'xyz' : field selection requires structure, vector, or matrix on left hand sideW libSkyBoxTest_arm64-v8a.so: ERROR: 0:77: 'return' : function return is not matching type:W libSkyBoxTest_arm64-v8a.so: ERROR: 4 compilation errors. No code generated.07-31 02:35:03.170 24150 24253 W libSkyBoxTest_arm64-v8a.so:07-31 02:35:03.170 24150 24253 W libSkyBoxTest_arm64-v8a.so:W libSkyBoxTest_arm64-v8a.so: Source was:W libSkyBoxTest_arm64-v8a.so: #version 100W libSkyBoxTest_arm64-v8a.so: #extension GL_EXT_shader_texture_lod : requireW libSkyBoxTest_arm64-v8a.so: precision highp float;W libSkyBoxTest_arm64-v8a.so: precision highp int;07-31 02:35:03.170 24150 24253 W libSkyBoxTest_arm64-v8a.so:W libSkyBoxTest_arm64-v8a.so: struct LightSourceW libSkyBoxTest_arm64-v8a.so: {W libSkyBoxTest_arm64-v8a.so: vec4 position;W libSkyBoxTest_arm64-v8a.so: vec4 direction;W libSkyBoxTest_arm64-v8a.so: vec4 diffuse;W libSkyBoxTest_arm64-v8a.so: vec4 specular;W libSkyBoxTest_arm64-v8a.so: float coneAngle;W libSkyBoxTest_arm64-v8a.so: float innerConeAngle;W libSkyBoxTest_arm64-v8a.so: float constantAttenuation;W libSkyBoxTest_arm64-v8a.so: float linearAttenuation;W libSkyBoxTest_arm64-v8a.so: float quadraticAttenuation;W libSkyBoxTest_arm64-v8a.so: };07-31 02:35:03.170 24150 24253 W libSkyBoxTest_arm64-v8a.so:W libSkyBoxTest_arm64-v8a.so: struct cbMainW libSkyBoxTest_arm64-v8a.so: {W libSkyBoxTest_arm64-v8a.so: vec3 qt_cameraPosition;W libSkyBoxTest_arm64-v8a.so: vec4 qt_lightProbeProperties;W libSkyBoxTest_arm64-v8a.so: vec3 qt_light_ambient_total;W libSkyBoxTest_arm64-v8a.so: vec4 qt_material_base_color;W libSkyBoxTest_arm64-v8a.so: vec3 qt_material_emissive_color;W libSkyBoxTest_arm64-v8a.so: vec4 qt_material_properties;W libSkyBoxTest_arm64-v8a.so: vec4 qt_material_properties2;W libSkyBoxTest_arm64-v8a.so: vec4 qt_material_W libSkyBoxTest_arm64-v8a.so: Failed to build graphics pipeline state It seems that skybox uses an extension that is not available in nokia 5.4 GPU or software.I will report a bug, but before that, maybe someone wants to give theirs 2 cents ? The code is Window {visible: truewidth: 640height: 480title: qsTr("Hello World") View3D {id: view3Dvisible: truewidth: parent.width height: parent.height //SkyBox modeenvironment: SceneEnvironment { backgroundMode: SceneEnvironment.SkyBoxlightProbe: Texture { source: "qrc:/galaxy.hdr"mappingMode: Texture.LightProbe}} // color mode/*environment: SceneEnvironment { backgroundMode: SceneEnvironment.ColorclearColor: "skyblue" }*/ //! [camera]PerspectiveCamera {id: cam position: Qt.vector3d(0, 0, 500)}//! [camera] DirectionalLight {eulerRotation.x: -45} Model {id: ball//source: "#Cylinder" source: "#Cylinder"scale: Qt.vector3d(1, 1, 1) materials: [ DefaultMaterial {diffuseColor: "red" }
Re: [Interest] Faster way of rendering QOpenGLFramebufferObject to image
Hello Nuno Not sure if it helps, but the book Anton's OpenGL 4 Tutorials has a chapter about recording a video from OpenGL. It's the same approach you are doing, saving images from a frame buffer at certain fixed rate. I just dont know what kinf of optimisations are done, I didnt read it with much attention. CheersJoão Em terça-feira, 13 de julho de 2021 14:33:42 GMT+1, Nuno Santos escreveu: Elvis, Thanks for sharing your thoughts. It makes sense. I need to dive into the toImage function, try to read directly the bytes from the FBO and see if that has any performance impact. Best regards, Nuno > On 13 Jul 2021, at 14:10, Elvis Stansvik wrote: > > Hi Nuno, > > I'm really out of my waters here, but, provided you don't need to hold > on to each AVFrame after you are "done with it", you could perhaps > avoid having to allocate a QImage for each frame (which toImage forces > you to do) by just allocating a a single AVFrame and a single memory > buffer for it, and then do what toImage does, which is make sure the > FBO is bound and read the pixels off of it with glReadPixels. Then you > could read the pixels straight into the memory buffer used by your > AVFrame. > > That way you would save the overhead of a new QImage being allocated > each time, which might speed things up..? > > Just ideas here. Have not worked with GL or ffmpeg before. > > Elvis > > Den tis 13 juli 2021 kl 11:22 skrev Nuno Santos : >> >> Hi, >> >> I’m trying to capture the content of an FBO to a video file. This video file >> should contain the animations generated by a qml scene. >> >> To do this, I’m recurring to QOpenGLFramebufferObject class toImage() method. >> >> My scene is being drawn at 1920x1080. Each call to toImage takes 30 ms! :( >> >> If I want to render to file at 60 fps, ideally, this call would need to take >> less than 16 ms to give me room to do other operations, such as video >> encoding and the actual render. >> >> As anyone been here before? What other strategies are available to copy the >> FBO data to an image? >> >> I’m using libav to encode the video file, therefor I need to fill an >> AVFrame. Right now I’m filling the AVFrame from the QImage generated by the >> FBO toImage method. >> >> Does any one knows a method of filling an AVFrame directly from texture data? >> >> Thanks >> >> Best regards, >> >> Nuno >> ___ >> 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 mailing list Interest@qt-project.org https://lists.qt-project.org/listinfo/interest
Re: [Interest] Picking in Quick3D custom models and mapFrom3DScene() question
Hi As stated above, explicit setting the camera in View3D will make mapTo3DScene() work, but it will break the View3D display content. I have created a bug report [QTBUG-94539] mapTo3DScene() will fail when a camera is not explicit assigned - Qt Bug Tracker | | | | [QTBUG-94539] mapTo3DScene() will fail when a camera is not explicit ass... | | | CheersJoão Em sexta-feira, 11 de junho de 2021 01:33:29 GMT+1, joao morgado via Interest escreveu: Hi After checking the qt source code, I found that I have to explicit set the camera in View3D: camera: OrthographicCamera{ id: mainCamera z: 300 } Now it works CheersJoãoEm quinta-feira, 10 de junho de 2021 18:45:29 GMT+1, joao morgado via Interest escreveu: Hi I'm trying to pick a custom model in quick3D, the model is QQuick3DGeometry based with 4 vertexs with primitive TriangleStrip (basically I'm simulating a line with width). Picking works with regular Models (Sphere, Cube, ...) but fails with my custom model. IIRC picking is still not implemented in custom models ? Does anyone know current status of picking, if it is planned for Qt 6.2 ? For now I will implement my own picking for custom models wich leads to my second question: I'm getting an error trying to use View3D.mapToScene( ), my code is something like: View3D { id: view ... OrthographicCamera{ id: mainCamera z: 300 } ...} MouseArea { id: ma anchors.fill: view onMouseXChanged: { var pos3D = view.mapTo3DScene(Qt.vector3d(mouseX, mouseY, 0)) console.log("pos3D: "+pos3D) }} The error:QML View3D: Cannot resolve scene position without a camera assigned! Am I misunderstanding how to use mapTo3DScene, is this a bug, or what am I missing ? Thank youJoão ___ 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 mailing list Interest@qt-project.org https://lists.qt-project.org/listinfo/interest
Re: [Interest] Picking in Quick3D custom models and mapFrom3DScene() question
Hi After checking the qt source code, I found that I have to explicit set the camera in View3D: camera: OrthographicCamera{ id: mainCamera z: 300 } Now it works CheersJoãoEm quinta-feira, 10 de junho de 2021 18:45:29 GMT+1, joao morgado via Interest escreveu: Hi I'm trying to pick a custom model in quick3D, the model is QQuick3DGeometry based with 4 vertexs with primitive TriangleStrip (basically I'm simulating a line with width). Picking works with regular Models (Sphere, Cube, ...) but fails with my custom model. IIRC picking is still not implemented in custom models ? Does anyone know current status of picking, if it is planned for Qt 6.2 ? For now I will implement my own picking for custom models wich leads to my second question: I'm getting an error trying to use View3D.mapToScene( ), my code is something like: View3D { id: view ... OrthographicCamera{ id: mainCamera z: 300 } ...} MouseArea { id: ma anchors.fill: view onMouseXChanged: { var pos3D = view.mapTo3DScene(Qt.vector3d(mouseX, mouseY, 0)) console.log("pos3D: "+pos3D) }} The error:QML View3D: Cannot resolve scene position without a camera assigned! Am I misunderstanding how to use mapTo3DScene, is this a bug, or what am I missing ? Thank youJoão ___ 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] Picking in Quick3D custom models and mapFrom3DScene() question
Hi I'm trying to pick a custom model in quick3D, the model is QQuick3DGeometry based with 4 vertexs with primitive TriangleStrip (basically I'm simulating a line with width). Picking works with regular Models (Sphere, Cube, ...) but fails with my custom model. IIRC picking is still not implemented in custom models ? Does anyone know current status of picking, if it is planned for Qt 6.2 ? For now I will implement my own picking for custom models wich leads to my second question: I'm getting an error trying to use View3D.mapToScene( ), my code is something like: View3D { id: view ... OrthographicCamera{ id: mainCamera z: 300 } ...} MouseArea { id: ma anchors.fill: view onMouseXChanged: { var pos3D = view.mapTo3DScene(Qt.vector3d(mouseX, mouseY, 0)) console.log("pos3D: "+pos3D) }} The error:QML View3D: Cannot resolve scene position without a camera assigned! Am I misunderstanding how to use mapTo3DScene, is this a bug, or what am I missing ? Thank youJoão ___ Interest mailing list Interest@qt-project.org https://lists.qt-project.org/listinfo/interest
Re: [Interest] Drawing a dashed line with Qt Quick 3D
Aswering my question about lineWith, there's a lineWith property in DefaultMaterial, but that may not always work according the docs "none of the following can be expected to support wide lines: Direct3D, Metal, OpenGL with core profile contexts." It worked or me in linux, but failed on mac, and windows. So I did a workaround by creating a line with 4 points with a TriangleStrip primitive, now it works for all the plataforms. It's solved !!! CheersJoão Em sexta-feira, 28 de maio de 2021 21:28:33 GMT+1, joao morgado via Interest escreveu: It works, thank you very much :) Two more questions: 1) If I want to make color1 fully transparent, I guess using the color alpha channel wont work, so maybe I have to make a custom shader to discard color1 pixels? Or do you have any other sugestions ? 2) Is there a equivalent to OpenGL glLineWidth(...) to make the lines thicker ? And something like glGetFloatv(GL_LINE_WIDTH, ...); ? Best regardsJoão Em sexta-feira, 28 de maio de 2021 19:59:19 GMT+1, Laszlo Agocs escreveu: #yiv4610245498 P {margin-top:0;margin-bottom:0;}Hi, The custom geometry lacks UV coordinates in your example application, and so it samples with texture coordinates (0, 0) for any fragment, hence getting a line with color0 instead of the expected color0-color1-color0-... Add two floats per vertex and register an attribute for TexCoord0: m_vertexData.resize(m_count * 5 * sizeof(float)); ... *p++ = 0.0f; // U *p++ = 0.0f; // V ... *p++ = 1.0f; // U *p++ = 0.0f; // V ... setStride(5 * sizeof(float)); addAttribute(QQuick3DGeometry::Attribute::PositionSemantic, 0, Attribute::F32Type); addAttribute(QQuick3DGeometry::Attribute::TexCoord0Semantic, 3 * sizeof(float), Attribute::F32Type); Best regards,Laszlo From: Interest on behalf of joao morgado via Interest Sent: Friday, May 28, 2021 6:07 PM To: interest@qt-project.org Subject: [Interest] Drawing a dashed line with Qt Quick 3D I'm trying to make a dashed line in quick3d. I made the line with QQuick3DGeometry, and exposed it to qml, all good.Then I tried to apply a custom texture with QQuick3DTextureData, using a texture made with 2 colors with size of 2x1 pixels, but I only get to see the first color. I sucessfully did in the past a dashed line example with raw OpenGL see here: Bitbucket | | | | Bitbucket | | | Here is the small qt quick 3d example that is failling: LineDashed.zip | | | | LineDashed.zip | | | Any help is welcome. The relevant code is: // main.qmlView3D { id: view3D visible: true anchors.fill: parent .. importScene: sceneRoot Node { id: sceneRoot .. // solid line, all good Line { p0: Qt.vector3d(-55, 55, 0) p1: Qt.vector3d(55, -55, 0) baseColor: "red" //visible: false } // dashed line, error: only the first color is show Line_dashed { p0: Qt.vector3d(-80, -40, 0) p1: Qt.vector3d(80, 80, 0) color1: "orange" color2: "yellow" //visible: false } }//Node: sceneRoot }//View3D} // Line_dashed.qml import QtQuick 2.12import QtQuick3D 1.15import Entity_Line 1.0import LineTexture 1.0 Node { property alias p0: line.p0 property alias p1: line.p1 property alias color1: lineTex.color1 property alias color2: lineTex.color2 Model { geometry: EntityLine { id: line p0: Qt.vector3d(-55, -55, 50) p1: Qt.vector3d(55, 55, 50) } materials: DefaultMaterial { id: material lighting: DefaultMaterial.NoLighting diffuseMap: Texture { textureData: LineTexture { id: lineTex //color1: "blue" //color2: "white" } magFilter: Texture.Nearest minFilter: Texture.Nearest mappingMode: Texture.UV scaleU: 2 scaleV: 1 } } pickable: true property bool isPicked: false }} // custom texture void LineTexture::generateTextureData(){ m_textureData.resize(2 * 4 * sizeof (float)); //QByteArray float *p = reinterpret_cast(m_textureData.data()); *p++ = m_color1.redF(); *p++ = m_color1.greenF(); *p++ = m_color1.blueF(); *p++ = m_color1.alphaF(); *p++ = m_color2.redF(); *p++ = m_color2.greenF(); *p++ = m_color2.blueF(); *p++ = m_color2.alphaF(); setTextureData(m_textureData); setSize(QSize(2,1)); //setFormat(QQuick3DTextureData::Format::RGBA8); setFormat(QQuick3DTextureData::Format::RGBA32F); setHasTransparency(true);} CheersJoão ___
Re: [Interest] Drawing a dashed line with Qt Quick 3D
It works, thank you very much :) Two more questions: 1) If I want to make color1 fully transparent, I guess using the color alpha channel wont work, so maybe I have to make a custom shader to discard color1 pixels? Or do you have any other sugestions ? 2) Is there a equivalent to OpenGL glLineWidth(...) to make the lines thicker ? And something like glGetFloatv(GL_LINE_WIDTH, ...); ? Best regardsJoão Em sexta-feira, 28 de maio de 2021 19:59:19 GMT+1, Laszlo Agocs escreveu: #yiv1622565661 P {margin-top:0;margin-bottom:0;}Hi, The custom geometry lacks UV coordinates in your example application, and so it samples with texture coordinates (0, 0) for any fragment, hence getting a line with color0 instead of the expected color0-color1-color0-... Add two floats per vertex and register an attribute for TexCoord0: m_vertexData.resize(m_count * 5 * sizeof(float)); ... *p++ = 0.0f; // U *p++ = 0.0f; // V ... *p++ = 1.0f; // U *p++ = 0.0f; // V ... setStride(5 * sizeof(float)); addAttribute(QQuick3DGeometry::Attribute::PositionSemantic, 0, Attribute::F32Type); addAttribute(QQuick3DGeometry::Attribute::TexCoord0Semantic, 3 * sizeof(float), Attribute::F32Type); Best regards,Laszlo From: Interest on behalf of joao morgado via Interest Sent: Friday, May 28, 2021 6:07 PM To: interest@qt-project.org Subject: [Interest] Drawing a dashed line with Qt Quick 3D I'm trying to make a dashed line in quick3d. I made the line with QQuick3DGeometry, and exposed it to qml, all good.Then I tried to apply a custom texture with QQuick3DTextureData, using a texture made with 2 colors with size of 2x1 pixels, but I only get to see the first color. I sucessfully did in the past a dashed line example with raw OpenGL see here: Bitbucket | | | | Bitbucket | | | Here is the small qt quick 3d example that is failling: LineDashed.zip | | | | LineDashed.zip | | | Any help is welcome. The relevant code is: // main.qmlView3D { id: view3D visible: true anchors.fill: parent .. importScene: sceneRoot Node { id: sceneRoot .. // solid line, all good Line { p0: Qt.vector3d(-55, 55, 0) p1: Qt.vector3d(55, -55, 0) baseColor: "red" //visible: false } // dashed line, error: only the first color is show Line_dashed { p0: Qt.vector3d(-80, -40, 0) p1: Qt.vector3d(80, 80, 0) color1: "orange" color2: "yellow" //visible: false } }//Node: sceneRoot }//View3D} // Line_dashed.qml import QtQuick 2.12import QtQuick3D 1.15import Entity_Line 1.0import LineTexture 1.0 Node { property alias p0: line.p0 property alias p1: line.p1 property alias color1: lineTex.color1 property alias color2: lineTex.color2 Model { geometry: EntityLine { id: line p0: Qt.vector3d(-55, -55, 50) p1: Qt.vector3d(55, 55, 50) } materials: DefaultMaterial { id: material lighting: DefaultMaterial.NoLighting diffuseMap: Texture { textureData: LineTexture { id: lineTex //color1: "blue" //color2: "white" } magFilter: Texture.Nearest minFilter: Texture.Nearest mappingMode: Texture.UV scaleU: 2 scaleV: 1 } } pickable: true property bool isPicked: false }} // custom texture void LineTexture::generateTextureData(){ m_textureData.resize(2 * 4 * sizeof (float)); //QByteArray float *p = reinterpret_cast(m_textureData.data()); *p++ = m_color1.redF(); *p++ = m_color1.greenF(); *p++ = m_color1.blueF(); *p++ = m_color1.alphaF(); *p++ = m_color2.redF(); *p++ = m_color2.greenF(); *p++ = m_color2.blueF(); *p++ = m_color2.alphaF(); setTextureData(m_textureData); setSize(QSize(2,1)); //setFormat(QQuick3DTextureData::Format::RGBA8); setFormat(QQuick3DTextureData::Format::RGBA32F); setHasTransparency(true);} CheersJoão ___ Interest mailing list Interest@qt-project.org https://lists.qt-project.org/listinfo/interest
[Interest] Drawing a dashed line with Qt Quick 3D
I'm trying to make a dashed line in quick3d. I made the line with QQuick3DGeometry, and exposed it to qml, all good.Then I tried to apply a custom texture with QQuick3DTextureData, using a texture made with 2 colors with size of 2x1 pixels, but I only get to see the first color. I sucessfully did in the past a dashed line example with raw OpenGL see here: Bitbucket | | | | Bitbucket | | | Here is the small qt quick 3d example that is failling: LineDashed.zip | | | | LineDashed.zip | | | Any help is welcome. The relevant code is: // main.qmlView3D { id: view3D visible: true anchors.fill: parent .. importScene: sceneRoot Node { id: sceneRoot .. // solid line, all good Line { p0: Qt.vector3d(-55, 55, 0) p1: Qt.vector3d(55, -55, 0) baseColor: "red" //visible: false } // dashed line, error: only the first color is show Line_dashed { p0: Qt.vector3d(-80, -40, 0) p1: Qt.vector3d(80, 80, 0) color1: "orange" color2: "yellow" //visible: false } }//Node: sceneRoot }//View3D} // Line_dashed.qml import QtQuick 2.12import QtQuick3D 1.15import Entity_Line 1.0import LineTexture 1.0 Node { property alias p0: line.p0 property alias p1: line.p1 property alias color1: lineTex.color1 property alias color2: lineTex.color2 Model { geometry: EntityLine { id: line p0: Qt.vector3d(-55, -55, 50) p1: Qt.vector3d(55, 55, 50) } materials: DefaultMaterial { id: material lighting: DefaultMaterial.NoLighting diffuseMap: Texture { textureData: LineTexture { id: lineTex //color1: "blue" //color2: "white" } magFilter: Texture.Nearest minFilter: Texture.Nearest mappingMode: Texture.UV scaleU: 2 scaleV: 1 } } pickable: true property bool isPicked: false }} // custom texture void LineTexture::generateTextureData(){ m_textureData.resize(2 * 4 * sizeof (float)); //QByteArray float *p = reinterpret_cast(m_textureData.data()); *p++ = m_color1.redF(); *p++ = m_color1.greenF(); *p++ = m_color1.blueF(); *p++ = m_color1.alphaF(); *p++ = m_color2.redF(); *p++ = m_color2.greenF(); *p++ = m_color2.blueF(); *p++ = m_color2.alphaF(); setTextureData(m_textureData); setSize(QSize(2,1)); //setFormat(QQuick3DTextureData::Format::RGBA8); setFormat(QQuick3DTextureData::Format::RGBA32F); setHasTransparency(true);} CheersJoão ___ Interest mailing list Interest@qt-project.org https://lists.qt-project.org/listinfo/interest
Re: [Interest] Guide me through the Qt offerings for GUIs
Olá Rui Just to share my experience with Qt widgets and QML. I had a simple desktop calculator app with Widgets and OpenGL graphics. I had a c++ mindset and was ok doing that. When QML come around it was a bit strange and I had to leave my confort zone. Eventually QML syntax become so pleasent to me and I found myself really enjoyng developing with qml / javascript. I ported my app to QML based on the OpenGL under QMLexample. I started porting in the QML early days so I had to do a lot of "widgets" in qml from scratch wich was a bit of work. My app looks a lot better in QML and works for android and iOS with consistent look and feel in all plataforms.Also I find the qml development much faster than c++. I also developed a game in qml. It has almost no relevant UI, but I had a very pleasent experience using javascript and qml features for the game logic (hello qml bindins, hello qml timer sintax). I never had performance problems, as some people say that javascript is slower than c++, but at the end of the day I think it also has a lot to do with your code algorithm and the type of app your developing. Btw I never had developed with javascript before, but if you are a c++ developer you will have no problems at all. If I had to start a new app today for desktop I would go for QML. Your app is for desktop today, but you never know when your users will start asking for a mobile or tablet version. CheersJoão Em quinta-feira, 22 de abril de 2021 19:41:06 GMT+1, Konstantin Shegunov escreveu: On Thu, Apr 22, 2021 at 7:19 PM Giuseppe D'Angelo via Interest wrote: You should create a C++ layer (call it a "presentation" layer) that sits between your (possibly non-Qt) business logic and the UI. That layer contains stuff like item models, QObjects that expose the relevant business logic APIs, type wrappers, and so on. Registering a struct/data class with the meta type system and/or marshaling it over QVariant, just so it can be visible in QML isn't that. Or things as natural (with C++) as having the UI raise some encapsulated piece of data in a signal (say some struct, say QColor or QVector3D) which the backend responds to isn't it either. As a matter of fact, how do you tie your existing backend to QML? Say we have this nice encapsulated UI that's completely decoupled from the business logic, how do I tie a specific object from the Quick scene and connect the notifications back to C++? I can't do it from the business logic (i.e. controller side), I have to expose the backend to the QML engine and do it from there, am I wrong? Basically you say it's fine that the UI drives the controller (incl. object creation)? We can agree on the principles, gladly, but this is really a gross oversimplification of the problem. While building this layering may be super tedious (YMMV), in the long run, it makes your application more robust, not less. The fact that QML _forces_ you to have this stuff becomes somehow a good thing. Forces you? Do you mean, perhaps, that JS is somehow not supported, or maybe that Component.createObject is somehow hidden and/or inaccessible? On widgets, well, raise your hand if you didn't at least once connect a QPushButton to a slot declared in the widget that contains the button, and perform some business logic from there (yay business logic in the UI!). Yes, it is done, and not without an honorable mention of the documentation, where the view-controller idiom is used extensively. But then, raise your hand if you at least once didn't use an `if` (or some other JS piece of code) in a QML file. I can pull out for you numerous cases of it being done, probably too numerous to count even in the examples. Shooting yourself in the foot is not restricted to one language or another, nor to the technological solution in use is my point. You can make a holy mess of any piece of code on any language you choose, and QML certainly doesn't force you to do anything you don't *really want to*. In other words, being "entirely" in C++ has also its downsides. Most certainly. One of the major downsides is it being much more complex and unforgiving, which doesn't necessarily mean it's better.___ 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] QtQuick over Qt3D (Qt 5.15)
Unlike what was stated above, AFAIK the development of QtQuick3D has nothing to do with Qt3D licensing and kde agreements and what so ever.The following blog shows a good picture of QtQuick3D and why it was created, purely based on technicall reasons. Introducing Qt Quick 3D: A high-level 3D API for Qt Quick | | | | | | | | | | | Introducing Qt Quick 3D: A high-level 3D API for Qt Quick Introducing Qt Quick 3D: A high-level 3D API for Qt Quick. Qt Quick 3D, provides a high-level API for creating 3... | | | Cheers João Em quarta-feira, 31 de março de 2021 16:34:12 GMT+1, eric.fedosej...@gmail.com escreveu: #yiv1552796804 #yiv1552796804 -- _filtered {} _filtered {}#yiv1552796804 #yiv1552796804 p.yiv1552796804MsoNormal, #yiv1552796804 li.yiv1552796804MsoNormal, #yiv1552796804 div.yiv1552796804MsoNormal {margin:0in;margin-bottom:.0001pt;font-size:11.0pt;font-family:sans-serif;}#yiv1552796804 a:link, #yiv1552796804 span.yiv1552796804MsoHyperlink {color:#0563C1;text-decoration:underline;}#yiv1552796804 .yiv1552796804MsoChpDefault {font-family:sans-serif;} _filtered {}#yiv1552796804 div.yiv1552796804WordSection1 {}#yiv1552796804 Hi Konstantin, Welcome to the hell that is 3D in Qt. To understand the problems that you are facing, you need to know a little history. Other users can perhaps provide additional insight or correct any errors, since my recollection and understanding of these matters is probably not perfect. Qt3D was introduced in 2016 to much fanfare and was going to be the primary 3D solution for Qt. The idea was that Qt3D would provide a high-performance core capable of modern 3D graphics. Then, in 2017, Qt Co. had a philosophical shift and realized that rather than offering 3D functionality through LGPL/C++ (which could also be used by those darned open-source users), they could make more money in the short-term by locking in John Deere/others into subscription-based commercial licensing to display their little tractor animations. Because of the KDE agreement, they could not simply modify the license on Qt3D going forward, so they had to start from scratch with a new GPL/QML package: enter QtQuick3D. The result was that Qt3D was mostly abandoned in a half-finished and unpolished state and development efforts shifted to QtQuick3D. In doing so, Qt Co. shot themselves in the foot in the long-term, of course, since, as you have probably noticed, in the absence of a public C++ interface, QtQuick3D is not particularly useful for "complex use cases". As a result, "complex users" have either stuck with native OpenGL or have bashed their heads on the wall trying to adopt Qt3D, and the dream of modern 3D graphics in Qt applications has died. Because some customers had already switched to Qt3D, and moreover because Qt Co. needs to maintain the illusion that Qt3D is not dead (KDE agreement concerns), every few years, Qt Co. will claim that Qt3D is still alive and will be improved (just like widgets!). But the proof is in the pudding: Qt3D is no longer included in the Qt6 binary distribution, only in source form. This just so happens to be the absolute bare minimum that Qt Co. must do to avoid giving KDE the right to release all of Qt under a BSD license. This brings us to your use case. As you have noticed, the Qt3D examples are outdated and many are broken. This is by design to discourage use. In Qt6, you can’t even use Qt3D unless you build it from source (not sure about the state of the Qt3D examples, I’m sticking with Qt5). QtQuick3D (like QtQuick as a whole) has no public C++ interface, even though exposing the internal classes would be trivial. This is also by design to lock commercial users into QML. So what to do? The answer depends on whether your 3D needs fall into the category of "complex use", e.g. more than little tractor animations. If not, and if you're okay with GPL/commercial licensing, you're honestly probably better off switching to QtQuick3D. Otherwise, you have a few options. If you’re completely committed to Qt3D, but not completely committed to QtQuick for your overlay, you may want to use Dear ImGUI on top of Qt3D (Lazlo has a mostly working example on top of Qt3D: https://github.com/alpqr/imgui-qt3d). You can also use Dear ImGUI directly on top of RHI for Qt5.12+ (https://github.com/alpqr/qrhiimgui). I haven’t dug into the code, but you may be able to repurpose these samples to instead blit/render QtQuick over top of Qt3D/RHI, without the need to create a billboard. I would seriously ask yourself whether you want to be developing a new application with Qt3D, however. If you’re doing anything more than displaying a model or two, there are various open source 3D graphics engines/frameworks under active development with better performance and features that you can embed into a Qt widget (I’d suggest Magnum, Ogre, and BGFX, depending on desired level of
Re: [Interest] Drawing Frustum on Scene3D
Hi That frustum is just a group of lines in cube shape, you see it as a frustum because the camera is in perspective mode.I never used Qt3D so cannot help with scene3d. But in quick3D that would be done with a class derived from QQuick3DGeometry with primitives set to lines "setPrimitiveType(QQuick3DGeometry::PrimitiveType::Lines)"to construct a cube. Then register that class to qml and use it in your View3D. Hope it helps. JoãoEm sexta-feira, 5 de março de 2021 09:46:15 GMT, Alex john escreveu: Hello Qt I like to render a frustum as here https://imgur.com/a/BzmCQ2D on Scene3d. Can you let me know how it can be done? If I have to get the custom QML ,do I have to get it from the C++ and then push it to the QML context? Any pointers to basic code is appreciated. Thanks. ___ 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] QQuick3DGeometry example not working
I'm trying to draw a line using QQuick3DGeometry but nothing is draw. I couldnt find a working example of QQuick3DGeometry, if anyone knows please share. Also I dont need normals for a line, but not using them gives me a warning: QSSG.warning: Failed to bind attribute attr_norm The full code example I did: https://drive.google.com/file/d/1trroeJ_xXjwbW8M1CKiy3WXAVtOl8UHQ/view?usp=sharing The relevant code: // class Entity_Line : public QQuick3DGeometry { Q_OBJECT Q_PROPERTY(QVector3D p0 READ p0 WRITE setP0 NOTIFY p0Changed) Q_PROPERTY(QVector3D p1 READ p1 WRITE setP1 NOTIFY p1Changed) public: Entity_Line(QQuick3DObject *ptr = nullptr); //~Entity_Line(); QVector3D p0() const {return m_P0;} QVector3D p1() const {return m_P1;} public slots: void setP0(const QVector3D ); void setP0(const float , const float , const float ); void setP1(const QVector3D ); void setP1(const float , const float , const float ); Q_INVOKABLE void setupGeometry(); signals: void p0Changed(QVector3D newP0); void p1Changed(QVector3D newP1); private: QVector3D m_P0; QVector3D m_P1; }; //--- Entity_Line::Entity_Line(QQuick3DObject *ptr) : QQuick3DGeometry(ptr) { setName("line"); setP0(-50, -50, -10); setP1(50, 50, 10); setupGeometry(); } void Entity_Line::setP0(const QVector3D ) { if (m_P0 == p0) return; m_P0 = p0; emit p0Changed(p0); } void Entity_Line::setP0(const float , const float , const float ) { QVector3D v(px, py, pz); setP0(v); } void Entity_Line::setP1(const QVector3D ) { qDebug()<<"setP1(const QVector3D )."<___ Interest mailing list Interest@qt-project.org https://lists.qt-project.org/listinfo/interest
Re: [Interest] I love QML
When I started using Qt I never touched WIndows MFC again. Qt is indeed a geat tool, and fun to use. QML is even cooler that the Qt widgets. A bit off topic I just want to point out that I was using the Indie developer license and was happy to pay for it, even if I was not making any money with Qt, because I was not developing any comercial apps. To me it was more like a donation for supporting Qt company. Qt company never reveal how much clients they had, I guess not much because they pulled the plug, but I wich they would consider bring a afordable license for indies again. That startup license is just to much for indies. CheersJoão Em sexta-feira, 3 de julho de 2020 03:25:24 GMT+1, Quang Phú Bùi escreveu: Agree with that. Qt is an awesome tool to create an app with backend by C++ and UI by QML. I'm waiting to touch Qt6 with new generation of QML phubq On Fri, 3 Jul 2020 at 00:44, ekke wrote: +1 from me tomorrow it's exactly 42 years ago I started developing software (Assembler, COBOL, ...) and over all the years most fun is using Qt + QML to write mobile apps :) to be precise: fun started with Qt 4.8 + BlackBerry 10 Cascades, but in the meantime I'm very happy with QQC2 I'm looking forward to Qt 6 / strict QML and my goal is to port (refactor) all my mobile apps (and blog about and probably write a book) thx to Qt I'm able to write performant complex mobile business apps in a short timeframe and all my users love their apps. from my POV Qt 6 + strict QML + new SmallBusiness - License should motivate mobile app devs to switch to Qt. ekke Am 02.07.20 um 17:50 schrieb Jérôme Godbout: > +1 totaly agree, we often forget to praise Qt for the great work. I have been > through many framework (MFC, Xaml, wxWidgets, Xamarin...) but my favorite is > still Qt with Qml. The binding often leverage the need for those view model > or model convert to adapt to the view. The fact that I can have most of my > lib (algo, GUI, controler...) into reusable code between desktop, mobile, > embedded Yocto is such a huge win. I cannot wait for Qt 6 and C++ binding, > seriously it's probably the feature I'm most looking forward to, remove those > conditional connect or complex (mostly hard to maintain) flow around connect. > > Long live Qt > > -Original Message- > From: Interest On Behalf Of Jason H > Sent: July 2, 2020 11:24 AM > To: interestqt-project.org ; ulf.herm...@qt.io > Subject: [Interest] I love QML > > I know I spend a lot of time talking about inadequacies of Qt, but it's out > of love. Since discovering Qt back in oh, 2001 when I was writing MFC apps, I > have come to love the toolkit despite its rough edges. I have been assigned > to port our Qt/QML app to Swift. And let me say what a joy it is working with > Qt/QML. > - The ability to use JSON inline, and as a proper JavaScript Object is a huge > feature that I did not appreciate previously. > - The property bindings system eliminates so much code and the automatic > evaluation of bindings is phenomenal. > - The lack of a separated view and view controller makes reusable components > even easier. > - The fact that I don't need to use UI machinations in a UI builder to build > an app (I'm looking at you, @IBOutlet) is another joy > - The fact that Qt types don't seemingly duplicate each other in quirky ways > (UIColor, CGColor) > - I could go on... > > I know Qt is going to offer an alternative to JS, but unless it has all those > features (mainly the in-line JSON in actual JSON) I am likely to stay with > the JavaScript version. > > A big big Thank You to the Qt team! > > > ___ > 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 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 mailing list Interest@qt-project.org https://lists.qt-project.org/listinfo/interest
Re: [Interest] Bug of broken headers for QQuick3DGeometry
Hi Toni Thanks that solves it. I also coulnt not find in the docs any mention of quick3d to be added in the pro file. In fact other quick3d examples I made that are only qml, work without quick3d. CheersJoãoEm sexta-feira, 26 de junho de 2020 07:22:04 GMT+1, Tony Rietwyk escreveu: Hi Joao, Looking at the simplescene example, it has in the .pro file qt += quick quick3d whereas you only have qt += quick In the Qt documentation, I couldn't find anything saying what the .pro requirements for quick3d is! Tony On 26/06/2020 2:49 pm, joao morgado via Interest wrote: Hi I reported a bug about broken headers for QQuick3DGeometry, QQuick3D and QQuick3DObject, here: https://bugreports.qt.io/browse/QTBUG-85263 I would like to try to fix this bug, but not sure where to start looking. Somebody has any hints, advices here I should start ? Cheers Joao ___ 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 mailing list Interest@qt-project.org https://lists.qt-project.org/listinfo/interest
[Interest] Bug of broken headers for QQuick3DGeometry
Hi I reported a bug about broken headers for QQuick3DGeometry, QQuick3D and QQuick3DObject, here: https://bugreports.qt.io/browse/QTBUG-85263 I would like to try to fix this bug, but not sure where to start looking. Somebody has any hints, advices here I should start ? CheersJoao ___ Interest mailing list Interest@qt-project.org https://lists.qt-project.org/listinfo/interest