/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
* 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:
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
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
.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
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
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
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
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
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
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
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:
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
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
.
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
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
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:
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:
/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
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
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
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
Hi,
See
http://doc.qt.io/QtQuickEnterpriseControls/qtquickenterprisecontrolsstyles-index.html
regarding switching styles.
Cheers,
Laszlo
From: interest-bounces+laszlo.agocs=theqtcompany@qt-project.org
+= ...
}
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
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
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,
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
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
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:
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
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
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
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
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
: [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
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
] 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
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
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
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
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
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
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
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
44 matches
Mail list logo