Hi,
Sean's summary is perfect. If you are after integrating your Vulkan renderer
into a non-Quick app, use a QWindow and QWidget::createWindowContainer, like
the D3D12 samples did. All you need is a native window handle (e.g. a HWND on
Windows which is exactly what QWindow::winId() will give
+1. Good job on Qt Location!
Laszlo
From: Development on behalf of Michael
Brüning
Sent: Monday, February 8, 2016 3:26 PM
To: development@qt-project.org
Subject: Re: [Development]
Hello,
I would like to nominate Samuli Piippo for Approver status in the Qt Project.
Samuli has been working on Qt's Embedded Linux support and Qt for Device
Creation during the past few years. He is our resident Yocto expert and is
contributing to meta-qt5 as well.
Public Gerrit dashboard:
Hello,
I would like to nominate Pasi Petäjäjärvi for Approver status in the Qt Project.
Pasi is the maintainer of the VxWorks port and has also been contributing a lot
for other embedded platforms over the years.
Public Gerrit dashboard:
a <gun...@sletta.org>; Agocs Laszlo
<laszlo.ag...@theqtcompany.com>
Subject: Re: [Development] Qt 5.6.0 header diff: QtGui.diff
New QImage::pixelColor and setPixelColor methods, looking good
New QImageReader::gamma/setGamme methods, looking good
QMouseEvent has a new constructor, looks o
sted in targeting certain modern desktop systems. Those continue to
have separate classes for each version/profile.
Cheers,
Laszlo
-Original Message-
From: Knoll Lars
Sent: 21. september 2015 13:58
To: Agocs Laszlo <laszlo.ag...@theqtcompany.com>; development@qt-project.org
Cc: Gun
It won't write anything to the framebuffer though. As long as you do not create
an actual window (only use QOffscreenSurface, not QWindow) and do not call
swapBuffers() there will be nothing written out. How and when the EGL
implementation opens the framebuffer is not under Qt's or the
From: Paul Knopf theonlylawisl...@gmail.commailto:theonlylawisl...@gmail.com
Date: Friday 17 April 2015 17:45
To: Agocs Laszlo
laszlo.ag...@theqtcompany.commailto:laszlo.ag...@theqtcompany.com
Cc: development@qt-project.orgmailto:development@qt-project.org
development@qt
Hi Rainer,
Which bug reports are we talking about?
Are you saying that newer versions of Qt would automatically apply rotation to
certain images? That's clearly a regression and cannot be done by default. At
this stage it can be an opt-in feature at best.
The difference to formats like TIFF
You do have alpha because the minimal's backingstore uses ARGB32_Premultiplied
for the backing QImage.
What you do not have is setWindowOpacity(). You would need to implement
QPlatformWindow::setOpacity() for that, but that is not possible with minimal
since there is no compositor that could
On Monday March 30 2015 08:15:09 Agocs Laszlo wrote:
Hi,
That has nothing to do with the platform plugins. You will want to introduce
your own makespecs, or at least start customizing the standard Mac one. See
e.g. mkspecs/common/mac.conf. That's what pulls in the standard GL frameworks
for both
That has nothing to do with the platform plugins. You will want to introduce
your own makespecs, or at least start customizing the standard Mac one. See
e.g. mkspecs/common/mac.conf. That's what pulls in the standard GL frameworks
for both the Qt libs and the app makefiles generated by qmake.
Hi,
Most of the platformsupport and platform plugin code was there in 5.4 too.
Perhaps they were filtered out in the previous reports?
Best regards,
Laszlo
From: development-bounces+laszlo.agocs=theqtcompany@qt-project.org
Do set QT_LOGGING_RULES=qt.qpa.gl=true in the command prompt before launching
the app. Then check the debug output with DebugView. During application startup
a bunch of lines starting with qt.qpa.gl: ... will be printed. This will tell
you which OpenGL implementation is in use. Alternatively,
Because some unfortunate code in the Windows platform plugin generates expose
events even when the size has not changed. This is of course wrong. It will be
corrected by https://codereview.qt-project.org/#/c/103932
Cheers,
Laszlo
From:
Hi,
It is not normal at all. In such builds no Qt DLLs should have a dependency on
opengl32.dll, libEGL.dll or libGLESv2.dll.
BR,
Laszlo
From: development-bounces+laszlo.agocs=theqtcompany@qt-project.org
You are most certainly using the brcm backend since you don't have decorations.
wayland-egl (the only one that has decoration support atm) does not work on the
Pi with the default graphics stack. Not sure about the state of Mesa.
Cheers,
Laszlo
From:
Hi Sean,
What Gunnar refers to is a pattern we use in a few places to get things
functioning correctly with certain embedded GLES implementations. With such
drivers, creating sharing contexts on different threads behaves incorrectly as
you won't actually get sharing. The workaround was to
With all the embedded and graphics stuff on my plate QtWayland would be too
much at this stage, I think.
Jørgen would be an excellent candidate indeed, given that he is the original
maintainer anyhow.
Cheers,
Laszlo
From:
+1
Cheers,
Laszlo
From: Sean Harmermailto:sean.har...@kdab.com
Sent: 9/19/2014 12:58 PM
To: development@qt-project.orgmailto:development@qt-project.org
Subject: Re: [Development] Nominating Louai Al-Khanji as approver
On Friday 19 September 2014 10:31:51
Hello,
Yes, setViewport() will continue to work with QOpenGLWidget too.
Note that all this does not mean existing code has to migrate away from
QGLWidget. It is not going to disappear. If it works, just keep using it.
Best regards,
Laszlo
From:
Hello,
What is the use case for accessing the renderbuffers? It is probably left out
since access to them was not seen important. (given that it is the texture that
matters for the 2D UI development scenarios Qt has traditionally been targeting)
The getters should probably be added
It is called GLES2 because there used to be a GLES1 value too, until a recent
purge for ES 1.x support. The version could be omitted now.
Laszlo
-Original Message-
From: development-bounces+laszlo.agocs=digia@qt-project.org
Hi,
Option #2 is good enough, isn't it? QWindow::setScreen() already states If the
window has been created, it will be recreated on the \a newScreen. This could
be extended with a note about the visibility, like in QWindow::create(): the
window remains hidden until setVisible() is called.
As
+1
From: development-bounces+laszlo.agocs=digia@qt-project.org
[development-bounces+laszlo.agocs=digia@qt-project.org] on behalf of Jorgen
Lind [jorgen.l...@digia.com]
Sent: Tuesday, April 01, 2014 1:17 PM
To: development@qt-project.org
Subject:
I'm implementing a QPA plugin (now with 5.3 snapshot) and there's something
I do not understand: When I use native widgets, every widget creates a
QPlatformWindow, but only a toplevel window creates a
QPlatformBackingStore, which is the class which delivers the paintDevice
Laszlo
Subject: Re: [Development] QPA / QWindow / QPainter
On Monday 10 March 2014 09:20:14 Agocs Laszlo wrote:
I'm implementing a QPA plugin (now with 5.3 snapshot) and there's
something
I do not understand: When I use native widgets, every widget creates a
QPlatformWindow, but only
To: development@qt-project.org
Cc: Gunnar Sletta; Agocs Laszlo
Subject: Re: Re: [Development] The Dynamic OpenGL on Windows Change
Hi Gunnar,
On Friday 28 February 2014 07:14:24 Gunnar Sletta wrote:
On 27 Feb 2014, at 22:17, Agocs Laszlo laszlo.ag...@digia.com wrote:
On Thu, Feb 27, 2014 at 02:28:26PM
@qt-project.org
Cc: Agocs Laszlo; Sean Harmer
Subject: Re: [Development] The Dynamic OpenGL on Windows Change
Since i haven't followed the discussion in detail, based on which assumptions
do you plan to use a dynamic switch. Exported GL Symbols from QtGui sounds
like a very bad idea. Relying
and QtGui, I am afraid we will continue to disagree
but perhaps that's fine. One cannot agree on everything. :)
Best regards,
Laszlo
-Original Message-
From: Sean Harmer [mailto:sean.har...@kdab.com]
Sent: 28. februar 2014 14:07
To: Agocs Laszlo
Cc: Björn Breitmeyer; development@qt-project.org
Yes, it should be pretty simple: Just remove qopenglproxy_win.cpp and leave
everything else in place. This provides an excellent foundation for continuing
the feature with a different approach.
The other modules are not an issue since the related changes have not been
merged (with the
-bounces+laszlo.agocs=digia@qt-project.org
[mailto:development-bounces+laszlo.agocs=digia@qt-project.org] On Behalf Of
Agocs Laszlo
Sent: 3. februar 2014 12:41
To: development@qt-project.org
Subject: Re: [Development] GLSL Optimizer
Hello,
This might be useful indeed, but it should be noted
Hello,
This might be useful indeed, but it should be noted that you really do not want
to add this to the Qt OpenGL module (as in qtbase/src/opengl). This module
should not be used anymore and is destined to be deprecated completely once
QGLWidget gets a proper replacement. The modern OpenGL
From the commit log of this file, it looks I'll have to run configure again
where it'll detect the
missing header?
Yes. There is now a configure time test for mtdev.
Best regards,
Laszlo
From: development-bounces+laszlo.agocs=digia@qt-project.org
Correct. This is a bit unfortunate since platforms like eglfs and linuxfb most
certainly deserve a page in the documentation.
I have created http://bugreports.qt-project.org/browse/QTBUG-36412 for this.
Cheers,
Laszlo
From:
The Ideally, this would still capture information about what is being drawn
part is a bit more tricky but is perfectly doable. When it comes to raster
painting, pretty much all existing platform plugins direct it into a QImage.
That will not be suitable here since you are interested in the
Hello,
Not having libudev results in not having hotplugging and proper device
discovery for the evdev inputs plugins (and platforms that have the input stuff
built-in, like eglfs).
This does not mean those plugins will not build or will not work since there is
a (limited) fallback option that
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