Re: [Interest] Qt 5.5.x & NVIDIA Tegra Jetson TK1 video performance issue

2015-11-05 Thread Agocs Laszlo
/XDC2014RitgerEGLNonMesa ) That said, it most likely won’t help you since I doubt this is functional in the Linux for Tegra images for the TK1. Best regards, Laszlo From: Denis Shienkov [mailto:denis.shien...@gmail.com] Sent: 4. november 2015 19:08 To: interest@qt-project.org Cc: Agocs Laszlo <laszlo

Re: [Interest] Qt 5.5.x & NVIDIA Tegra Jetson TK1 video performance issue

2015-11-04 Thread Agocs Laszlo
* do you have any trics and recommendations how to properly compile Qt on Tegra Jetson TK1 (maybe requires another flags and so on)? What you have should be good enough. Qt 5.6 comes with Jetson Pro support and it looks more or less the same when it comes to the compiler flags:

Re: [Interest] QGLWidget problem with Qt 5.5 and MSVC 2015 (Should QT_OPENGL_ES_2 be defined?)

2015-10-12 Thread Agocs Laszlo
There are no official MSVC2015 builds for Qt 5.5 so I assume you are building Qt yourself, in which case the most likely cause is having a misconfigured build targeting ANGLE only. Pass -opengl dynamic or -opengl desktop to configure. Best regards, Laszlo

Re: [Interest] Setting current QOpenGLContext with an EGLContext

2015-09-29 Thread Agocs Laszlo
Well, there’s no nice solution since QOffscreenSurface is backed by a window, not a pbuffer on Windows. (arguably this should be changed in some future release, for ANGLE at least, but that won’t help you now) You can make a QOpenGLContext current with a QOffscreenSurface, then call

Re: [Interest] Qt/D3D integration through ANGLE PBuffer

2015-09-25 Thread Agocs Laszlo
.no> Sent: Friday, September 25, 2015 9:56 AM To: Agocs Laszlo Cc: Andrew Knight; Interest@qt-project.org Subject: Re: [Interest] Qt/D3D integration through ANGLE PBuffer Now I've tried a lot of other things, but I'm still not there... I've tried using eglChooseConfig on the eglDisplay I go

Re: [Interest] Qt/D3D integration through ANGLE PBuffer

2015-09-24 Thread Agocs Laszlo
Hi, Yes, doing something like void *shareHandle; eglQuerySurfacePointerANGLE(display, surface, EGL_D3D_TEXTURE_2D_SHARE_HANDLE_ANGLE, ) gives you a D3D share handle which can then be passed to CreateTexture or OpenSharedResource. QOffscreenSurface is not backed by an EGL pbuffer surface

Re: [Interest] Qt/D3D integration through ANGLE PBuffer

2015-09-24 Thread Agocs Laszlo
That’s most likely used only for the texture handle that gets generated in that function. Neither that nor the EGL_TEXTURE_* parameters are relevant in your case. Cheers, Laszlo From: interest-bounces+laszlo.agocs=theqtcompany@qt-project.org

Re: [Interest] Qt/D3D integration through ANGLE PBuffer

2015-09-24 Thread Agocs Laszlo
of a current context. Laszlo From: Thomas Sevaldrud [mailto:tho...@silentwings.no] Sent: 24. september 2015 17:11 To: Agocs Laszlo <laszlo.ag...@theqtcompany.com> Cc: Andrew Knight <andrew.kni...@intopalo.com>; Interest@qt-project.org Subject: Re: [Interest] Qt/D3D integration through ANGLE

Re: [Interest] QuickFrameBufferObject does not redraw

2015-09-16 Thread Agocs Laszlo
Hi, You most likely have some state set that affects your custom rendering. For example you will probably have a program active which is not ideal in your case. Try adding a glUseProgram(0). See the slightly enhanced 5.5 docs at

Re: [Interest] iOS QWidget and QQuickWidget mixing in the same app

2015-09-02 Thread Agocs Laszlo
Hi, Qt 5.5 introduces support for both QQuickWidget and QOpenGLWidget on iOS. Best regards, Laszlo From: interest-bounces+laszlo.agocs=theqtcompany@qt-project.org on behalf of Igor

Re: [Interest] QWebEngine makes QApplication ignore AA_UseOpenGLES

2015-07-13 Thread Agocs Laszlo
Call QCoreApplication::setAttribute(Qt::AA_UseOpenGLES) before anything else, most importantly before constructing the Q(Gui)Application. Right now you are making your request way too late, after WebEngine (and potentially others) have already run OpenGL related code. Best regards, Laszlo

Re: [Interest] Qt::AA_DontCreateNativeWidgetAncestors and Siblings?

2015-06-19 Thread Agocs Laszlo
Hi, The message is a bit broken, it tries to say Qt:: WA_DontCreateNativeAncestors and Qt:: AA_DontCreateNativeWidgetSiblings. The more important question is why your widgets get turned into native windows? Cheers, Laszlo -Original Message- From:

Re: [Interest] Qt5 with qml 2.x on Windows XP... problems?

2015-06-10 Thread Agocs Laszlo
Another option is to use a software rasterizer (Mesa llvmpipe). It may not perform well, esp. on old machines, but could be an option in some cases. There is also the Qt Quick 2D renderer, which takes GL out of the equation, but that's commercial only. Best regards, Laszlo

Re: [Interest] OpenGL ES 3.1 and Tessellation

2015-05-17 Thread Agocs Laszlo
Hi, When targeting Android, setVersion(3,1) is enough (and may not even be required with most drivers since they will give you the highest ES version anyhow). Setting the renderable type is not necessary since the default on that platform is ES. Setting the profile is wrong, that concept does

Re: [Interest] Bad application rendering on Remote Desktop

2015-04-29 Thread Agocs Laszlo
. The application we are developing is a quite complex one, having multiple windows, and the OpenGL one is a small part of it. Simply including just one instance of QOpenGLWidget in the application causes the bad rendering, even if that widget is not even shown. Calogero Il 4/28/2015 8:54 PM, Agocs

Re: [Interest] Bad application rendering on Remote Desktop

2015-04-28 Thread Agocs Laszlo
Because when using remote desktop you are suddenly left with OpenGL 1.1 (ouch) and so QOpenGLWidget and friends that rely on OpenGL 2.0 features (like framebuffer objects) cease to function. The solution is to rely on ANGLE or a software rasterizer (like Mesa llvmpipe) in this case. When using

Re: [Interest] Qt 5.5 on raspberry pi.... -platform xcb segfaults

2015-03-30 Thread Agocs Laszlo
Fixed by https://codereview.qt-project.org/#/c/109456/ There is no OpenGL support under X11 on the Pi with the Broadcom drivers, and the xcb plugin lacked some null checks for this case. Cheers, Laszlo From:

Re: [Interest] High-dpi fixing for Qt 5.5

2015-03-24 Thread Agocs Laszlo
Because Qt 3D most likely misses a few multiplications by devicePixelRatio(). Probably easy to correct. See http://www.qtdeveloperdays.com/sites/default/files/presentation_pdf/AgocsLaszlo_opengl_enablers_news.pdf#26 Best regards, Laszlo From:

Re: [Interest] Is the OpenGL vs Angle distinction important for widget apps?

2015-03-23 Thread Agocs Laszlo
/03/15 18:30, Agocs Laszlo wrote: As long as the application is pure widgets, without ever using QOpenGL/QGL classes or QQuickWidget, it will not attempt to initialize any OpenGL stuff. (if that's not the case, it's a bug, we had some of these recently, like QTBUG-43832) This means

Re: [Interest] Is the OpenGL vs Angle distinction important for widget apps?

2015-03-22 Thread Agocs Laszlo
As long as the application is pure widgets, without ever using QOpenGL/QGL classes or QQuickWidget, it will not attempt to initialize any OpenGL stuff. (if that's not the case, it's a bug, we had some of these recently, like QTBUG-43832) This means that not having OpenGL or ANGLE working (or

Re: [Interest] [qt-android] Is it possible to create OpenGL ES 2 context even when ES 3 is available?

2015-03-12 Thread Agocs Laszlo
Qt does exactly what you ask for: it requests a 2.0 context. Now since implementations are free to return a later version that is backwards compatible with the requested, getting a 3.0 or 3.1 context is perfectly fine (and is the standard behavior you will get with any driver that supports ES

Re: [Interest] [qt-android] Is it possible to create OpenGL ES 2 context even when ES 3 is available?

2015-03-12 Thread Agocs Laszlo
variants just because we might be running on ES 3.0 or 3.1. However, the PowerVR case you describe is a bit puzzling indeed. Cheers, Laszlo From: Liang Jian [mailto:jianlian...@gmail.com] Sent: 12. mars 2015 11:13 To: Agocs Laszlo Cc: interest@qt-project.org Subject: Re: [Interest] [qt-android

Re: [Interest] Flat Light Style How?

2015-02-05 Thread Agocs Laszlo
Hi, See http://doc.qt.io/QtQuickEnterpriseControls/qtquickenterprisecontrolsstyles-index.html regarding switching styles. Cheers, Laszlo From: interest-bounces+laszlo.agocs=theqtcompany@qt-project.org

Re: [Interest] How to enable MTDEV for multi-touch

2015-02-02 Thread Agocs Laszlo
+= ... } BR, Laszlo From: nus1998 nus1...@yeah.net Sent: Monday, February 2, 2015 11:41 AM To: nus1998 Cc: Agocs Laszlo; interest@qt-project.org Subject: Re:Re: [Interest] How to enable MTDEV for multi-touch If I change PKGCONFIG_PRIVATE += mtdev in qtbase

Re: [Interest] How to enable MTDEV for multi-touch

2015-02-02 Thread Agocs Laszlo
Hi, You need the libmtdev headers and libraries present in the sysroot, not in your host environment. What device are you cross-compiling for? Best regards, Laszlo From: interest-bounces+laszlo.agocs=theqtcompany@qt-project.org

Re: [Interest] QWindow::setTransientParent()

2014-11-25 Thread Agocs Laszlo
Hi John, Right. grabFramebuffer() won't suffice since you need to specify a custom size. So use your own QOpenGLFramebufferObject with the desired size and then call toImage(), similarly to this: w.makeCurrent(); // w is a QOpenGLWidget QOpenGLFramebufferObject fbo(size,

Re: [Interest] QWindow::setTransientParent()

2014-11-24 Thread Agocs Laszlo
renderPixmap() can be replaced with a call to grabFramebuffer(). They both perform (potentially expensive) readbacks. There is no direct replacement for renderText(). Then again renderText is pretty broken anyway when it comes to depth handling so it is best to avoid it even when using

Re: [Interest] GL_QUADS and Android

2014-10-23 Thread Agocs Laszlo
Hello, Quads are not supported in OpenGL ES. Hence the lack of the symbol. Draw triangles (or triangle strips) instead. Cheers, Laszlo -Original Message- From: interest-bounces+laszlo.agocs=theqtcompany@qt-project.org

Re: [Interest] QQuickRenderControl example not working on Desktop OSX (Qt 5.4 Alpha)

2014-10-16 Thread Agocs Laszlo
Hi, We are not aware of any issues on OS X. The example worked pretty well on the OS X 10.9 machines I tried. If the problem is consistent, please create a bug report with more information about the hardware. Best regards, Laszlo From:

Re: [Interest] qt5 window setGeometry and move not work in wayland platform

2014-08-11 Thread Agocs Laszlo
Hello, When it comes to child windows with transient parents, it should be supported. (wl_shell_surface::set_transient) It of course needs support both from the platform plugin and the compositor. Some time back it used to work both with QtCompositor and Weston. Not sure what's the situation

Re: [Interest] Embedding QWindow

2014-08-05 Thread Agocs Laszlo
There is a QWindow under the hood for each top-level widget, but it is not done via inheritance. The QWindow and QWidget hierarchies are distinct. The description from Oliver covers the situation pretty well. One thing worth noting in addition is that using QWindow for rendering OpenGL (or

Re: [Interest] Input devices auto detection

2014-07-25 Thread Agocs Laszlo
Hello, If Qt was configured with libudev support then mice and keyboards will be recognized even when connected after starting the application. If the libudev headers and libs were not present at configure time then hotplugging will not work. Mice keyboards will still be picked up

Re: [Interest] OpenGL weirdness

2014-07-24 Thread Agocs Laszlo
Hello, Yes, check the profile too. Additionally, starting from 5.3, we have a useful example in qtbase/examples/opengl/contextinfo that can be used to check what kind of context is returned for a given version, profile and options combination. Gl_Widget glw; glw.show(); Here you are

Re: [Interest] Qt 5 and OpenSceneGraph 3 no longer friends?

2014-06-19 Thread Agocs Laszlo
Yes, based on a quick glance at the code, the OSG Qt adaption creates a QGLWidget and then uses the underlying QGLContext/QOpenGLContext on another thread. The patches floating around the net just add moveToThread() calls moving the object back and forth between the gui thread and osg's

Re: [Interest] Using OpenGL with Qt

2014-03-17 Thread Agocs Laszlo
: [Interest] Using OpenGL with Qt Le 17/03/2014 10:05, Agocs Laszlo a écrit : I must correct my previous statement about not resolving functions that are not called. This deferred behavior is only true for QOpenGLFunctions. The versioned variants will resolve all functions for the given version

Re: [Interest] Platform eglfs and OpenGL

2014-02-18 Thread Agocs Laszlo
Nothing stops you from using OpenGL in a Qt application, what you cannot do is mixing QGLWidget with other widgets. Take hellogl_es2 for example and strip out the MainWindow with all the widgets. If you only have the QGLWidget and nothing else, it will work fine on eglfs too. Or you could just

Re: [Interest] Platform eglfs and OpenGL

2014-02-18 Thread Agocs Laszlo
] on behalf of Till Oliver Knoll [till.oliver.kn...@gmail.com] Sent: Tuesday, February 18, 2014 5:27 PM To: Qt Project Subject: Re: [Interest] Platform eglfs and OpenGL Am 18.02.2014 um 15:25 schrieb Agocs Laszlo laszlo.ag...@digia.com: Nothing stops you from using OpenGL in a Qt application, what you

Re: [Interest] Platform eglfs and OpenGL

2014-02-17 Thread Agocs Laszlo
Not at the moment. There were some efforts in the past to add compositing of GL-based windows into eglfs, similarly to how sw-rendered QWidget windows are handled, but these got cancelled in favour of the upcoming QOpenGLWidget and QQuickWidget APIs which will provide a modern replacement for

Re: [Interest] Context menu and touch

2014-02-06 Thread Agocs Laszlo
Hi, If you are only interested in widget apps (not Qt Quick 2), launch the app with -platform windows:mousefromtouch. This should restore the OS-provided tap-and-hold - right click translation. This is handled better in 5.3. There the OS provided touch - mouse translations should work out of

Re: [Interest] QtQuick and linuxfb

2014-02-05 Thread Agocs Laszlo
Hello, If you mean Qt Quick 2 (scenegraph and QQuickWindow and friends), then no, linuxfb is not sufficient since OpenGL is a hard requirement here. Use the eglfs platform plugin instead (if possible). Qt Quick 1 should be functional with linuxfb but you should not be basing any new

Re: [Interest] How do I use custom Paint Engine/Device globally?

2014-02-03 Thread Agocs Laszlo
You could change the platform plugin so that the QPlatformBackingStore implementation's paintDevice() returns your custom QPaintDevice implementation. This paint device would then be paired with your custom paint engine. This way all non-GL toplevels will use your engine/device. This approach

Re: [Interest] Touch screen events seem opposite in Qt5.2?

2013-12-31 Thread Agocs Laszlo
eglfs has the evdev input handlers built-in, meaning that you will get mouse/keyboard/touch support without any additional plugins give that it is able to figure out the correct device. In your case the touch events are coming from the evdevtouch plugin (the bits of it that are built into

Re: [Interest] Beginning with graphics effects

2013-11-28 Thread Agocs Laszlo
Hi, The effect is applied to the widget including all its children. In your example m_effect1 is getting applied both to pushButton and stackedWidget. Having m_effect2 on pushButton introduces the warnings since nested effects are not really supported but that is not what you want anyway. Try

Re: [Interest] QSurfaceFormat and swapInterval

2013-11-06 Thread Agocs Laszlo
http://bugreports.qt-project.org/browse/QTBUG-31939https://bugreports.qt-project.org/browse/QTBUG-31939 Some platform plugins, eglfs in particular, support setting swapInterval via environment variables (QT_QPA_EGLFS_SWAPINTERVAL). Others do not. It should definitely be added to