Re: [Interest] Qt 5.2 scenegraph does not draw anything for our MIPS cpu/VIVANTE GPU platform

2013-11-06 Thread Sletta Gunnar
I find it very strange that qmlscene without an input file would produce the 
same apitrace as a qmlscene with a file. The apitrace is a reflection what we 
try to draw after all and that is highly dependent on what the input is. What 
does the trace look like?

It is a long-shot, but you could try 
https://codereview.qt-project.org/#change,69666

cheers,
Gunnar


Fra: interest-bounces+gunnar.sletta=digia@qt-project.org 
[interest-bounces+gunnar.sletta=digia@qt-project.org] på vegne av 
Narayanarao Rao [nar...@gmail.com]
Sendt: 6. november 2013 00:05
To: Interest@qt-project.org
Emne: [Interest] Qt 5.2 scenegraph does not draw anything for our MIPS 
cpu/VIVANTE GPU platform

I am able to build qtbase and qtdeclarative from git with a few changes for our 
MIPS 74kf -mdspr2 platform. I use eglfs plugin.

If I don't pass any qml file to qmlscene, eglfs does gltexsubimage2d of a 
qimage (file selection dialog). That works fine. I can see the file selection 
dialog, though with very small text.

eglfs with Qt 5.0 works fine - I can see output on screen for all qmls.

We use Qt 4.8 simplegl for our production releases and that works fine too.

However, with Qt 5.2 new scenegraph changes, if I pass a qml file to qmlscene, 
I just see the screen cleared to white and nothing gets drawn after that. When 
I enable render_timing etc. environment veriables, I see everything printed 
normally - I see that it takes some time for render, sync, animations etc. It 
also takes expected CPU when doing QML animations. I tried both qmls with an 
image as well as rect. I suspect our GPU does not like the new shader code. I 
ported apitrace to our platform and compared traces for case where I see output 
on screen (qmlscene without qml file input) and where I don't see output on 
screen (qmlscene with any qml file). Both look similar except for differences 
in vertex and fragment shaders.

Anything I should try?
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Re: [Interest] Qt 5.2 scenegraph does not draw anything for our MIPS cpu/VIVANTE GPU platform

2013-11-06 Thread Narayanarao Rao
Thanks for the reply. I only said they look similar, not the same. Of
course, I do not understand OpenGL very well. I am now trying to read and
understand what each line of the apitrace means and write a standalone
opengl c app that only makes those calls.

I am relatively new to opengl, so bear with me..

One difference I found in the traces is the following sequence of calls:

194 glEnableVertexAttribArray(index = 0)
195 glEnableVertexAttribArray(index = 1)
196 glEnableVertexAttribArray(index = 2)
197 glUseProgram(program = 1)
198 glBindTexture(target = GL_TEXTURE_2D, texture = 1)
199 glUniformMatrix4fv(location = 0, count = 1, transpose = GL_FALSE, value
= {0.0015625, 0, 0, 0, 0, -0.00278, 0, 0, 0, 0, 1, 0, -1, 1, 0, 1})
200 glVertexAttribPointer(index = 0, size = 2, type = GL_FLOAT, normalized
= GL_FALSE, stride = 16, pointer = NULL)
202 glFlush()
201 glDrawElements(mode = GL_TRIANGLE_STRIP, count = 6, type =
GL_UNSIGNED_SHORT, indices = 0x50)
203 glEnable(cap = GL_BLEND)
204 glDepthMask(flag = GL_FALSE)
205 glBlendFunc(sfactor = GL_ONE, dfactor = GL_ONE_MINUS_SRC_ALPHA)
206 glDisableVertexAttribArray(index = 0)
207 glDisableVertexAttribArray(index = 1)
208 glDisableVertexAttribArray(index = 2)

The above trace is for the non-working case. glVertexAttribPointer is NULL.
Is this expected? I am still trying to workout where in Qt this call is
being made from.

The corresponding trace for the working case (qmlscene without qml)

309 glEnableVertexAttribArray(index = 1)
310 glEnableVertexAttribArray(index = 0)
311 glBindTexture(target = GL_TEXTURE_2D, texture = 1)
312 glUniform1i(location = 1, v0 = 1)
313 glVertexAttribPointer(index = 0, size = 2, type = GL_FLOAT, normalized
= GL_FALSE, stride = 8, pointer = blob(32))
314 glDrawArrays(mode = GL_TRIANGLE_FAN, first = 0, count = 4)
315 glBindTexture(target = GL_TEXTURE_2D, texture = 0)
316 glDisableVertexAttribArray(index = 1)
317 glDisableVertexAttribArray(index = 0)
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Re: [Interest] Qt 5.2 scenegraph does not draw anything for our MIPS cpu/VIVANTE GPU platform

2013-11-06 Thread Narayanarao Rao
Here is the full apitrace for the non working case..

0 eglBindAPI(api = EGL_OPENGL_ES_API) = EGL_TRUE
1 eglGetDisplay(display_id = NULL) = 0x432ff0
2 eglInitialize(dpy = 0x432ff0, major = 1, minor = 4) = EGL_TRUE
3 eglChooseConfig(dpy = 0x432ff0, attrib_list = {EGL_RED_SIZE, 0,
EGL_GREEN_SIZE, 0, EGL_BLUE_SIZE, 0, EGL_ALPHA_SIZE, 0, EGL_DEPTH_SIZE, 24,
EGL_STENCIL_SIZE, 8, EGL_SAMPLES, 0, EGL_SAMPLE_BUFFERS, 0,
EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
EGL_NONE}, configs = NULL, config_size = 0, num_config = 21) = EGL_TRUE
4 eglChooseConfig(dpy = 0x432ff0, attrib_list = {EGL_RED_SIZE, 0,
EGL_GREEN_SIZE, 0, EGL_BLUE_SIZE, 0, EGL_ALPHA_SIZE, 0, EGL_DEPTH_SIZE, 24,
EGL_STENCIL_SIZE, 8, EGL_SAMPLES, 0, EGL_SAMPLE_BUFFERS, 0,
EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
EGL_NONE}, configs = {NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL},
config_size = 21, num_config = 21) = EGL_TRUE
5 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
EGL_BUFFER_SIZE, value = 32) = EGL_TRUE
6 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
EGL_ALPHA_SIZE, value = 8) = EGL_TRUE
7 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
EGL_BLUE_SIZE, value = 8) = EGL_TRUE
8 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
EGL_GREEN_SIZE, value = 8) = EGL_TRUE
9 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
EGL_RED_SIZE, value = 8) = EGL_TRUE
10 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
EGL_DEPTH_SIZE, value = 24) = EGL_TRUE
11 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
EGL_STENCIL_SIZE, value = 8) = EGL_TRUE
12 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
EGL_CONFIG_CAVEAT, value = 12344) = EGL_TRUE
13 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
EGL_CONFIG_ID, value = 61) = EGL_TRUE
14 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
EGL_LEVEL, value = 0) = EGL_TRUE
15 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
EGL_MAX_PBUFFER_HEIGHT, value = 2048) = EGL_TRUE
16 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
EGL_MAX_PBUFFER_PIXELS, value = 4194304) = EGL_TRUE
17 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
EGL_MAX_PBUFFER_WIDTH, value = 2048) = EGL_TRUE
18 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
EGL_NATIVE_RENDERABLE, value = 1) = EGL_TRUE
19 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
EGL_NATIVE_VISUAL_ID, value = 0) = EGL_TRUE
20 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
EGL_NATIVE_VISUAL_TYPE, value = 32) = EGL_TRUE
21 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
EGL_SAMPLES, value = 0) = EGL_TRUE
22 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
EGL_SAMPLE_BUFFERS, value = 0) = EGL_TRUE
23 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
EGL_SURFACE_TYPE, value = 391) = EGL_TRUE
24 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
EGL_TRANSPARENT_TYPE, value = 12344) = EGL_TRUE
25 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
EGL_TRANSPARENT_BLUE_VALUE, value = -1) = EGL_TRUE
26 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
EGL_TRANSPARENT_GREEN_VALUE, value = -1) = EGL_TRUE
27 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
EGL_TRANSPARENT_RED_VALUE, value = -1) = EGL_TRUE
28 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
EGL_BIND_TO_TEXTURE_RGB, value = 0) = EGL_TRUE
29 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
EGL_BIND_TO_TEXTURE_RGBA, value = 1) = EGL_TRUE
30 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
EGL_MIN_SWAP_INTERVAL, value = 1) = EGL_TRUE
31 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
EGL_MAX_SWAP_INTERVAL, value = 1) = EGL_TRUE
32 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
EGL_CONFIG_ID, value = 61) = EGL_TRUE
33 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
EGL_RED_SIZE, value = 8) = EGL_TRUE
34 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
EGL_GREEN_SIZE, value = 8) = EGL_TRUE
35 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
EGL_BLUE_SIZE, value = 8) = EGL_TRUE
36 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
EGL_ALPHA_SIZE, value = 8) = EGL_TRUE
37 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
EGL_DEPTH_SIZE, value = 24) = EGL_TRUE
38 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
EGL_STENCIL_SIZE, value = 8) = EGL_TRUE
39 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
EGL_SAMPLES, value = 0) = EGL_TRUE
40 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =

Re: [Interest] Qt 5.2 scenegraph does not draw anything for our MIPS cpu/VIVANTE GPU platform

2013-11-06 Thread Narayanarao Rao
I tried with 2 QMLS.. one qml having only opaque image and another qml with
opacity as 0.8. Both do not work. The first trace snippet was with opaque
image. The second full trace was with opacity as 0.8. Just explaining the
difference between the two traces, in case it is confusing.


On Wed, Nov 6, 2013 at 3:46 PM, Narayanarao Rao nar...@gmail.com wrote:

 Here is the full apitrace for the non working case..

 0 eglBindAPI(api = EGL_OPENGL_ES_API) = EGL_TRUE
 1 eglGetDisplay(display_id = NULL) = 0x432ff0
 2 eglInitialize(dpy = 0x432ff0, major = 1, minor = 4) = EGL_TRUE
 3 eglChooseConfig(dpy = 0x432ff0, attrib_list = {EGL_RED_SIZE, 0,
 EGL_GREEN_SIZE, 0, EGL_BLUE_SIZE, 0, EGL_ALPHA_SIZE, 0, EGL_DEPTH_SIZE, 24,
 EGL_STENCIL_SIZE, 8, EGL_SAMPLES, 0, EGL_SAMPLE_BUFFERS, 0,
 EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
 EGL_NONE}, configs = NULL, config_size = 0, num_config = 21) = EGL_TRUE
 4 eglChooseConfig(dpy = 0x432ff0, attrib_list = {EGL_RED_SIZE, 0,
 EGL_GREEN_SIZE, 0, EGL_BLUE_SIZE, 0, EGL_ALPHA_SIZE, 0, EGL_DEPTH_SIZE, 24,
 EGL_STENCIL_SIZE, 8, EGL_SAMPLES, 0, EGL_SAMPLE_BUFFERS, 0,
 EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
 EGL_NONE}, configs = {NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
 NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL},
 config_size = 21, num_config = 21) = EGL_TRUE
 5 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
 EGL_BUFFER_SIZE, value = 32) = EGL_TRUE
 6 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
 EGL_ALPHA_SIZE, value = 8) = EGL_TRUE
 7 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
 EGL_BLUE_SIZE, value = 8) = EGL_TRUE
 8 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
 EGL_GREEN_SIZE, value = 8) = EGL_TRUE
 9 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
 EGL_RED_SIZE, value = 8) = EGL_TRUE
 10 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
 EGL_DEPTH_SIZE, value = 24) = EGL_TRUE
 11 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
 EGL_STENCIL_SIZE, value = 8) = EGL_TRUE
 12 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
 EGL_CONFIG_CAVEAT, value = 12344) = EGL_TRUE
 13 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
 EGL_CONFIG_ID, value = 61) = EGL_TRUE
 14 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
 EGL_LEVEL, value = 0) = EGL_TRUE
 15 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
 EGL_MAX_PBUFFER_HEIGHT, value = 2048) = EGL_TRUE
 16 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
 EGL_MAX_PBUFFER_PIXELS, value = 4194304) = EGL_TRUE
 17 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
 EGL_MAX_PBUFFER_WIDTH, value = 2048) = EGL_TRUE
 18 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
 EGL_NATIVE_RENDERABLE, value = 1) = EGL_TRUE
 19 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
 EGL_NATIVE_VISUAL_ID, value = 0) = EGL_TRUE
 20 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
 EGL_NATIVE_VISUAL_TYPE, value = 32) = EGL_TRUE
 21 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
 EGL_SAMPLES, value = 0) = EGL_TRUE
 22 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
 EGL_SAMPLE_BUFFERS, value = 0) = EGL_TRUE
 23 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
 EGL_SURFACE_TYPE, value = 391) = EGL_TRUE
 24 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
 EGL_TRANSPARENT_TYPE, value = 12344) = EGL_TRUE
 25 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
 EGL_TRANSPARENT_BLUE_VALUE, value = -1) = EGL_TRUE
 26 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
 EGL_TRANSPARENT_GREEN_VALUE, value = -1) = EGL_TRUE
 27 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
 EGL_TRANSPARENT_RED_VALUE, value = -1) = EGL_TRUE
 28 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
 EGL_BIND_TO_TEXTURE_RGB, value = 0) = EGL_TRUE
 29 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
 EGL_BIND_TO_TEXTURE_RGBA, value = 1) = EGL_TRUE
 30 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
 EGL_MIN_SWAP_INTERVAL, value = 1) = EGL_TRUE
 31 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
 EGL_MAX_SWAP_INTERVAL, value = 1) = EGL_TRUE
 32 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
 EGL_CONFIG_ID, value = 61) = EGL_TRUE
 33 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
 EGL_RED_SIZE, value = 8) = EGL_TRUE
 34 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
 EGL_GREEN_SIZE, value = 8) = EGL_TRUE
 35 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =
 EGL_BLUE_SIZE, value = 8) = EGL_TRUE
 36 eglGetConfigAttrib(dpy = 0x432ff0, config = 0x432e88, attribute =

Re: [Interest] QCamera and QCameraViewFinder

2013-11-06 Thread Lopes Yoann
Oh, I overlooked the code sample you provided.

You should listen to the imageAvailable() signal instead of imageCaptured(). 
What you get from imageCaptured() is just a preview, it's emitted right after 
the camera sensor captured the image but at this point the final image is not 
processed yet. That final image is provided by imageAvailable(). You'll notice 
it's a QVideoFrame and you'll have to convert it to a QImage if that's what you 
need.

Yoann Lopes
Senior Software Engineer - Digia, Qt
Visit us on: http://qt.digia.com

On Nov 5, 2013, at 7:09 PM, Joshua Grauman wrote:

Sorry, I'm using Qt5.2beta under Linux.

Josh

Which platform are you on?

Yoann Lopes
Senior Software Engineer - Digia, Qt
Visit us on: http://qt.digia.com

On Nov 5, 2013, at 7:14 AM, Joshua Grauman wrote:

Hello all,

I setup a basic use of QCamera and QCameraViewFinder that work fine. I
just used the basic example in the docs to capture an image like this:

camera-searchAndLock();  //on half pressed shutter button
imageCapture-capture();  //on shutter button pressed
camera-unlock(); //on shutter button released

and had setup the viewfinder and camera like this:

camera = new QCamera;
viewFinder = new QCameraViewfinder(picture1);
viewFinder-setSizePolicy(QSizePolicy::Maximum,QSizePolicy::Maximum);
viewFinder-setGeometry(picture1-geometry());
imageCapture = new QCameraImageCapture(camera);
connect(imageCapture, SIGNAL(imageCaptured(int, const QImage )), this, 
SLOT(gotImage(int, const QImage )));
camera-setViewfinder(viewFinder);
imageCapture-setCaptureDestination(QCameraImageCapture::CaptureToBuffer);
camera-setCaptureMode(QCamera::CaptureStillImage);

Everything works as expected. The problem is with the exposure settings.
The viewfinder looks how I want it to (properly exposed). But when I
capture the image, it is under-exposed (very dark). I was hoping to get
the picture that is taken to have the same exposure settings as the
viewfinder since it looks fine. Does anyone know why the default settings
for QCamera would be under-exposed in comparison to the viewfinder?
Thanks!

Josh
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Re: [Interest] Qt 5.2 scenegraph does not draw anything for our MIPS cpu/VIVANTE GPU platform

2013-11-06 Thread Narayanarao Rao
I tried the patch you suggested and it works. What does this mean? Are
there any performance implications to this?
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Re: [Interest] Qt 5.2 scenegraph does not draw anything for our MIPS cpu/VIVANTE GPU platform

2013-11-06 Thread Sletta Gunnar
A buffer offset of 0 is correct since it is relative to VBO's memory which is 
bound just above the lines you pasted down below.

Fra: Narayanarao Rao [nar...@gmail.com]
Sendt: 6. november 2013 11:02
To: Sletta Gunnar
Cc: Interest@qt-project.org
Emne: Re: [Interest] Qt 5.2 scenegraph does not draw anything for our MIPS 
cpu/VIVANTE GPU platform

Thanks for the reply. I only said they look similar, not the same. Of course, I 
do not understand OpenGL very well. I am now trying to read and understand what 
each line of the apitrace means and write a standalone opengl c app that only 
makes those calls.

I am relatively new to opengl, so bear with me..

One difference I found in the traces is the following sequence of calls:

194 glEnableVertexAttribArray(index = 0)
195 glEnableVertexAttribArray(index = 1)
196 glEnableVertexAttribArray(index = 2)
197 glUseProgram(program = 1)
198 glBindTexture(target = GL_TEXTURE_2D, texture = 1)
199 glUniformMatrix4fv(location = 0, count = 1, transpose = GL_FALSE, value = 
{0.0015625, 0, 0, 0, 0, -0.00278, 0, 0, 0, 0, 1, 0, -1, 1, 0, 1})
200 glVertexAttribPointer(index = 0, size = 2, type = GL_FLOAT, normalized = 
GL_FALSE, stride = 16, pointer = NULL)
202 glFlush()
201 glDrawElements(mode = GL_TRIANGLE_STRIP, count = 6, type = 
GL_UNSIGNED_SHORT, indices = 0x50)
203 glEnable(cap = GL_BLEND)
204 glDepthMask(flag = GL_FALSE)
205 glBlendFunc(sfactor = GL_ONE, dfactor = GL_ONE_MINUS_SRC_ALPHA)
206 glDisableVertexAttribArray(index = 0)
207 glDisableVertexAttribArray(index = 1)
208 glDisableVertexAttribArray(index = 2)

The above trace is for the non-working case. glVertexAttribPointer is NULL. Is 
this expected? I am still trying to workout where in Qt this call is being made 
from.

The corresponding trace for the working case (qmlscene without qml)

309 glEnableVertexAttribArray(index = 1)
310 glEnableVertexAttribArray(index = 0)
311 glBindTexture(target = GL_TEXTURE_2D, texture = 1)
312 glUniform1i(location = 1, v0 = 1)
313 glVertexAttribPointer(index = 0, size = 2, type = GL_FLOAT, normalized = 
GL_FALSE, stride = 8, pointer = blob(32))
314 glDrawArrays(mode = GL_TRIANGLE_FAN, first = 0, count = 4)
315 glBindTexture(target = GL_TEXTURE_2D, texture = 0)
316 glDisableVertexAttribArray(index = 1)
317 glDisableVertexAttribArray(index = 0)



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[Interest] What for does qt5gui need OpenGL?

2013-11-06 Thread Philipp Kursawe
I wonder... what are the reasons for this dependency?
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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 QSurfaceFormat. It might be too late for 5.2 though.

Best regards,
Laszlo


From: interest-bounces+laszlo.agocs=digia@qt-project.org 
[interest-bounces+laszlo.agocs=digia@qt-project.org] on behalf of Peter 
Koek [peter_k...@hotmail.com]
Sent: Saturday, November 02, 2013 12:13 PM
To: interest@qt-project.org
Subject: [Interest] QSurfaceFormat and swapInterval

QGLFormat exposes a swapInterval property which can be used to enable vertical 
synchronization (v-sync) to avoid screen tearing.
Why does QSurfaceFormat not expose this property? Currently, there is no direct 
way to enable v-sync with QWindow, while QGLWidget did not have this problem.
What is the rationale for leaving this out?
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Re: [Interest] Qt 5.2 scenegraph does not draw anything for our MIPS cpu/VIVANTE GPU platform

2013-11-06 Thread Sletta Gunnar
The scene graph renderer uses the same buffer object for both indices and 
vertices. This is within spec, but I worried that some drivers might like it 
less than others. This setup is the first one where it doesn't work. The patch 
doubles the amount of uploads we do, but the total memory is unchanged. It will 
be a small overall additional cost, and if it is needed, it is needed.

cheers,
Gunnar

Fra: Narayanarao Rao [nar...@gmail.com]
Sendt: 6. november 2013 13:10
To: Sletta Gunnar
Cc: Interest@qt-project.org
Emne: Re: [Interest] Qt 5.2 scenegraph does not draw anything for our MIPS 
cpu/VIVANTE GPU platform

I tried the patch you suggested and it works. What does this mean? Are there 
any performance implications to this?
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[Interest] Performance of Qt 5.2 much slower than Qt 5.1?

2013-11-06 Thread David V-Play
I have tested Qt 5.1 and 5.2 beta 1 on my Nexus 7 with the flying icons
benchmark (
https://github.com/qtproject/playground-scenegraph/tree/master/benchmarks/flyingicons
)
and the performance of Qt 5.2 is worse than 5.1 although it should be
better or at least similar according to
blog.qt.digia.com/blog/2013/09/02/new-scene-graph-renderer/.

Does anyone know what could be the problem? Can anyone reproduce this
performance problem?

I have also created own tests where the same results occur –
http://qt-project.org/forums/viewthread/34495/

Cheers,

David
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Re: [Interest] Performance of Qt 5.2 much slower than Qt 5.1?

2013-11-06 Thread Mark Gaiser
On Wed, Nov 6, 2013 at 2:21 PM, David V-Play david.ber...@v-play.net wrote:
 I have tested Qt 5.1 and 5.2 beta 1 on my Nexus 7 with the flying icons
 benchmark
 (https://github.com/qtproject/playground-scenegraph/tree/master/benchmarks/flyingicons
 ) and the performance of Qt 5.2 is worse than 5.1 although it should be
 better or at least similar according to
 blog.qt.digia.com/blog/2013/09/02/new-scene-graph-renderer/.

 Does anyone know what could be the problem? Can anyone reproduce this
 performance problem?

 I have also created own tests where the same results occur –
 http://qt-project.org/forums/viewthread/34495/

 Cheers,

 David

Hi David,

You will likely get some answer here sooner or later. You could also
join irc (irc.freenode.net) on #qt-labs. That allows you to chat with
the Qt developers.

Or you can wait till someone replies in here :)

Cheers,
Mark
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Re: [Interest] Performance of Qt 5.2 much slower than Qt 5.1?

2013-11-06 Thread VStevenP
A colleague and I also see one performance issue with Qt 5.2 Beta as compared 
to Qt 5.1.

We observe a 20% jump in CPU usage with the FPS Item from the Cinematic 
Experience Demo.  This is the component which dynamically displays the number 
of frames per second and has a spinning graphic.  You can see it in action here:

https://www.youtube.com/watch?v=wulbR2R1GpMfeature=player_embedded#at=40

We observe this large increase in CPU usage due to the FPS Item on a 
BeagleBoard-xM/Angstrom.

If anyone has an idea why FPS Item would run far less efficiently in Qt 5.2 
Beta on BB-xM, please let me know.

- VStevenP

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Re: [Interest] Performance of Qt 5.2 much slower than Qt 5.1?

2013-11-06 Thread Sletta Gunnar
Is the time spent rendering gone up or is it something else?

Generally, I see improved rendering performance across the board. If you run 
the code with QSG_RENDER_TIMING=1 you get some indication of the breakdown of 
where time is being spent.

Performance of javascript has gone down some since Qt 5.1 as a result of the 
replacement of the V8 java script engine with our own V4. Work on improving 
performance here is still ongoing.

cheers,
Gunnar


Fra: interest-bounces+gunnar.sletta=digia@qt-project.org 
[interest-bounces+gunnar.sletta=digia@qt-project.org] p#229; vegne av 
VStevenP [vstevenpa...@yahoo.com]
Sendt: 6. november 2013 15:33
To: interest@qt-project.org; David V-Play
Emne: Re: [Interest] Performance of Qt 5.2 much slower than Qt 5.1?

A colleague and I also see one performance issue with Qt 5.2 Beta as compared 
to Qt 5.1.

We observe a 20% jump in CPU usage with the FPS Item from the Cinematic 
Experience Demo.  This is the component which dynamically displays the number 
of frames per second and has a spinning graphic.  You can see it in action here:

https://www.youtube.com/watch?v=wulbR2R1GpMfeature=player_embedded#at=40

We observe this large increase in CPU usage due to the FPS Item on a 
BeagleBoard-xM/Angstrom.

If anyone has an idea why FPS Item would run far less efficiently in Qt 5.2 
Beta on BB-xM, please let me know.

- VStevenP

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[Interest] Adding a border-image CSS to QPushButton changes their size

2013-11-06 Thread Philipp Kursawe
Why is that, when I add a border-image style to a QPB it changes its size
to be very small instead of staying at the same size just have a different
border renderer?

QPushButton {

  font: Open Sans Semibold;

  border-image: url(:/images/ui_bigbtn.png);

  color: white;

  border-color: transparent;

  border-width: 2px;

  border-style: solid;

}
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Re: [Interest] What for does qt5gui need OpenGL?

2013-11-06 Thread Thiago Macieira
On quarta-feira, 6 de novembro de 2013 13:26:56, Philipp Kursawe wrote:
 I wonder... what are the reasons for this dependency?

The QOpenGL* classes that are in QtGui.
-- 
Thiago Macieira - thiago.macieira (AT) intel.com
  Software Architect - Intel Open Source Technology Center


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Re: [Interest] What for does qt5gui need OpenGL?

2013-11-06 Thread Philipp Kursawe
Shouldn't they be in Qt5OpenGL.dll?


On Wed, Nov 6, 2013 at 4:41 PM, Thiago Macieira
thiago.macie...@intel.comwrote:

 On quarta-feira, 6 de novembro de 2013 13:26:56, Philipp Kursawe wrote:
  I wonder... what are the reasons for this dependency?

 The QOpenGL* classes that are in QtGui.
 --
 Thiago Macieira - thiago.macieira (AT) intel.com
   Software Architect - Intel Open Source Technology Center

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[Interest] qtquickcontrols question

2013-11-06 Thread Damian Ivanov
Hi,

I have a question :)
http://blog.qt.digia.com/blog/2011/08/26/toplevel-windows-and-menus-with-qt-quick/

says
 Context Menus

Sometimes it is also nice to have a ContextMenu for certain options.
In that case some javascript certainly needs to be involved.

ContextMenu {
id: contextMenu
MenuItem {
text: Copy
shortcut: Ctrl+C
onTriggered: copy()
}
MenuItem {
text: Paste
shortcut: Ctrl+V
onTriggered: paste()
}
}
MouseArea {
anchors.fill: parent
acceptedButtons: Qt.RightButton
onPressed: contextMenu.showPopup(mouseX,mouseY)
}


I'm trying to use a ContextMenu inside a Window { } but it is an
unknown type? why? How can I use Menu { } Items inside a Window { } .
I would also use ApplicationWindow but I need quite every option
Window { } provides (modality, window flags and stuff)




import QtQuick 2.1

import QtQuick.Controls 1.0

import QtProcess 0.1

import QtQuick.Window 2.0

Window {

id: window1


width: 400

height: 400

minimumWidth: 400

minimumHeight: 400

title: child window

ContextMenu {

id: contextMenu

MenuItem {

text: Copy

shortcut: Ctrl+C

onTriggered: copy()

}

MenuItem {

text: Paste

shortcut: Ctrl+V

onTriggered: paste()

}

MouseArea {

anchors.fill: parent

acceptedButtons: Qt.RightButton

onPressed: contextMenu.showPopup(mouseX,mouseY)

}

}

}



 main.qml:13 ContextMenu is not a type


QQmlComponent: Component is not ready

Error: Your root item has to be a Window.

The program has unexpectedly finished.



Thanks in advance
Damian
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Re: [Interest] What for does qt5gui need OpenGL?

2013-11-06 Thread Tomasz Olszak
2013/11/6 Philipp Kursawe phil.kurs...@gmail.com

 Shouldn't they be in Qt5OpenGL.dll?


 They are, but when you build Qt with OpenGL support some additional parts
of Qt Gui are built. For example OpenGL type of QPaintEngine is provided:
http://qt-project.org/doc/qt-5.0/qtgui/qpaintengine.html#Type-enum


-- 
regards, Tomasz Olszak
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Re: [Interest] What for does qt5gui need OpenGL?

2013-11-06 Thread Thiago Macieira
On quarta-feira, 6 de novembro de 2013 16:43:51, Philipp Kursawe wrote:
 Shouldn't they be in Qt5OpenGL.dll?

No, they are where they were supposed to be. That's by design.

The OpenGL integration needs to be provided by the platform plugin anyway, so 
OpenGL support ends up getting loaded whether QtGui contained OpenGL-related 
classes or not. So we might as well deep-integrate the functionality.

-- 
Thiago Macieira - thiago.macieira (AT) intel.com
  Software Architect - Intel Open Source Technology Center


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[Interest] Using static plugins with cmake

2013-11-06 Thread Volker
Hello,

could somebody please tell me what the equivalent of the qmake statement

QTPLUGIN += qsvg

for cmake is?

I'm trying to statically link the qsvg plugin to my application.

Regards
..Volker


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Re: [Interest] Qt Webkit and HTML5 geolocation

2013-11-06 Thread Tom Isaacson
 Once I've built this, how do i rebuild qtwebkit so it finds 
 QtLocation? I can see an ENABLE_GEOLOCATION flag in the source but 
 there's no obvious way of specifying this. Does QtWebkit have a separate 
 config system to Qt?

I'm not certain, but I'm pretty sure the build system will pick this up 
automatically once Qt Location is installed.

See src/3rdparty/webkit/Sources/WebCore/features.pri

I still couldn't get geolocation working in the browser. My compiled 
libQtWebKit.so and browser application was linked against libQtLocation, 
however when running html5 tests it says geolocation is not supported. I also 
tried linking with the sensors module from QtMobility for device orientation, 
and that did work, which makes me wonder why geolocation isn't working.

Is there some specific way of getting Qt 4.8.2 Webkit to notice QtMobility?

Thanks,

Tom Isaacson



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Re: [Interest] What for does qt5gui need OpenGL?

2013-11-06 Thread phil.kursawe
I see. I thought Qt renders using the system natively. It could load opengl 
like it loads SSL support, dynamically.


How do I enable opengl rendering then for my widget based application?




From: Tomasz Olszak
Sent: ‎Wednesday‎, ‎November‎ ‎6‎, ‎2013 ‎16‎:‎58
To: Philipp Kursawe
Cc: interest@qt-project.org





2013/11/6 Philipp Kursawe phil.kurs...@gmail.com




Shouldn't they be in Qt5OpenGL.dll?





They are, but when you build Qt with OpenGL support some additional parts of Qt 
Gui are built. For example OpenGL type of QPaintEngine is provided:

http://qt-project.org/doc/qt-5.0/qtgui/qpaintengine.html#Type-enum







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Re: [Interest] What for does qt5gui need OpenGL?

2013-11-06 Thread Tomasz Olszak
2013/11/6 phil.kurs...@gmail.com

  I see. I thought Qt renders using the system natively. It could load
 opengl like it loads SSL support, dynamically.

 How do I enable opengl rendering then for my widget based application?


See http://qt-project.org/doc/qt-5.0/qtgui/qpaintengine.html#details

QGLWidget is what you looking for.

-- 
regards / pozdrawiam, Tomasz Olszak
Qt for Tizen | http://qt-project.org/wiki/Tizen
Qt Certified Developer | http://qt-project.org
http://linkedin.com/in/tolszak
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Re: [Interest] What for does qt5gui need OpenGL?

2013-11-06 Thread Thiago Macieira
On quarta-feira, 6 de novembro de 2013 20:12:33, phil.kurs...@gmail.com wrote:
 I see. I thought Qt renders using the system natively. It could load opengl
 like it loads SSL support, dynamically.

That's a solution we really dislike. We're forced to do it for SSL, for legal 
reasons.

But we don't want it, neither for OpenGL, nor for ICU. And we're only doing it 
for udev in Qt 5.2 because we're, again, forced to.

-- 
Thiago Macieira - thiago.macieira (AT) intel.com
  Software Architect - Intel Open Source Technology Center


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[Interest] White screen at Qt Quick 5.x application startup

2013-11-06 Thread Peter Housel
With Qt 5.0, I was able to put a raw-format splash screen into my
embedded device's frame buffer, and it would then stay up until the Qt
Quick application code (using the eglfs platform plugin) finished
loading enough to display something else.

Starting with Qt 5.1, the application clears the screen to white while
things are loading, overwriting my splash screen. I'm curious 1) what
changed to make this happen, and 2) is there an easy way to override
this behavior? (If not, I can change the application to load more
incrementally, though that would not be my first preference.)

Thanks,
-Peter S. Housel-


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[Interest] [interest] QRasterPaintEngine::alphaPenBlt()segment fault

2013-11-06 Thread Nancy Zou
FYI

From: Nancy Zou
Sent: Tuesday, October 15, 2013 5:37 PM
To: interest@qt-project.org
Subject: QRasterPaintEngine::alphaPenBlt()segment fault

Dear All:
I run a qt5 case on the platform directfb with HW acceleration . I find the 
function
void QRasterPaintEngine::alphaPenBlt(const void* src, int bpl, int depth, int 
rx,int ry,int w,int h)
runs a segment fault because of the surface buffer address is old .  How can I 
get the new address
here or how to call the  QDirectFbBlitter::doLock() here ?

Best Regards
Nancy




Member of the CSR plc group of companies. CSR plc registered in England and 
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Re: [Interest] qtquickcontrols question

2013-11-06 Thread Rutledge Shawn

On 6 Nov 2013, at 4:49 PM, Damian Ivanov wrote:

 Hi,
 
 I have a question :)
 http://blog.qt.digia.com/blog/2011/08/26/toplevel-windows-and-menus-with-qt-quick/

That's rather old, about an earlier iteration of the component set that we are 
shipping with Qt 5.x (x = 1).  Menu is now multi-purpose and therefore has 
replaced ContextMenu.

http://qt-project.org/doc/qt-5.1/qtquickcontrols/qml-qtquick-controls1-menu.html

 I'm trying to use a ContextMenu inside a Window { } but it is an
 unknown type? why? How can I use Menu { } Items inside a Window { } .
 I would also use ApplicationWindow but I need quite every option
 Window { } provides (modality, window flags and stuff)

ApplicationWindow is actually a Window with some extra stuff (menubar, toolbar 
etc.) so all the same properties are still available.

http://qt-project.org/doc/qt-5.1/qtquickcontrols/qml-qtquick-controls1-applicationwindow.html
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Re: [Interest] What for does qt5gui need OpenGL?

2013-11-06 Thread William Hallatt
On 7 November 2013 00:38, Thiago Macieira thiago.macie...@intel.com wrote:

 On quarta-feira, 6 de novembro de 2013 20:12:33, phil.kursawe@gmail.comwrote:
  I see. I thought Qt renders using the system natively. It could load
 opengl
  like it loads SSL support, dynamically.

 That's a solution we really dislike.


Would you mind explaining why?  My knowledge of this level of design is
virtually non-existent so your input would be hugely appreciated (even if
you can just provide me with a few related key words so that I may research
the concepts that influenced the design decision myself).

Thanks!

William Hallatt
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Re: [Interest] What for does qt5gui need OpenGL?

2013-11-06 Thread Uwe Rathmann
On Wed, 06 Nov 2013 08:03:47 -0800, Thiago Macieira wrote:

 Shouldn't they be in Qt5OpenGL.dll?
 
 No, they are where they were supposed to be. That's by design.

With some nasty consequences for us users:

Our applications run on several pieces of embedded hardware, where one of 
them had been designed 7 years ago with a graphic chip, where only OpenGL 
ES 1.1 is supported. This board needs to be supported and updated for 
many, many years - no way to exchange it by something more recent.

Even if we don't need OpenGL ( using widgets only ) we are stuck with Qt 
4 forever, because Qt5 has this unnecessary OpenGL dependency. So far 
this had been no big problem - Qt4 is pretty fine - and there are some 
backports of new Qt5 features ( by the way: it would be nice to add the 
json classes to Qt 4.9 ), but sooner or later this will become an issue.

There are reasons why Qt 4.8 is still the platform, where most users are, 
and one of them is because of such a design decision.

Uwe


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Re: [Interest] What for does qt5gui need OpenGL?

2013-11-06 Thread Tomasz Olszak
2013/11/7 Uwe Rathmann uwe.rathm...@tigertal.de

 On Wed, 06 Nov 2013 08:03:47 -0800, Thiago Macieira wrote:

  Shouldn't they be in Qt5OpenGL.dll?
 
  No, they are where they were supposed to be. That's by design.

 With some nasty consequences for us users:

 Our applications run on several pieces of embedded hardware, where one of
 them had been designed 7 years ago with a graphic chip, where only OpenGL
 ES 1.1 is supported. This board needs to be supported and updated for
 many, many years - no way to exchange it by something more recent.

 Even if we don't need OpenGL ( using widgets only ) we are stuck with Qt
 4 forever, because Qt5 has this unnecessary OpenGL dependency. So far
 this had been no big problem - Qt4 is pretty fine - and there are some
 backports of new Qt5 features ( by the way: it would be nice to add the
 json classes to Qt 4.9 ), but sooner or later this will become an issue.


AFAIK you can build Qt5 with no-opengl switch and you should be able to run
QtWidgets applications without having libQt5OpenGl dependency in libQt5Gui.
-- 
regards,
Tomasz Olszak
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Re: [Interest] qtquickcontrols question

2013-11-06 Thread Damian Ivanov
Thanks Shawn for the clarification.

That's rather old, about an earlier iteration of the component set that we are 
shipping with Qt 5.x (x = 1).  Menu is now multi-purpose and therefore has 
replaced ContextMenu.
ok. how can I show the menu then :) ?

Window {

id: window1


width: 400

height: 400

minimumWidth: 400

minimumHeight: 400

title: child window

MouseArea {

anchors.fill: parent

acceptedButtons: Qt.RightButton

onPressed: contextMenu.show()

}

Menu {

id: contextMenu

enabled: true

title: blabla

MenuItem {

text: Copy

shortcut: Ctrl+C

onTriggered: copy()

}

MenuItem {

text: Paste

shortcut: Ctrl+V

onTriggered: paste()

}


   }

}



2013/11/7 Rutledge Shawn shawn.rutle...@digia.com:

 On 6 Nov 2013, at 4:49 PM, Damian Ivanov wrote:

 Hi,

 I have a question :)
 http://blog.qt.digia.com/blog/2011/08/26/toplevel-windows-and-menus-with-qt-quick/

 That's rather old, about an earlier iteration of the component set that we 
 are shipping with Qt 5.x (x = 1).  Menu is now multi-purpose and therefore 
 has replaced ContextMenu.

 http://qt-project.org/doc/qt-5.1/qtquickcontrols/qml-qtquick-controls1-menu.html

 I'm trying to use a ContextMenu inside a Window { } but it is an
 unknown type? why? How can I use Menu { } Items inside a Window { } .
 I would also use ApplicationWindow but I need quite every option
 Window { } provides (modality, window flags and stuff)

 ApplicationWindow is actually a Window with some extra stuff (menubar, 
 toolbar etc.) so all the same properties are still available.

 http://qt-project.org/doc/qt-5.1/qtquickcontrols/qml-qtquick-controls1-applicationwindow.html
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Re: [Interest] What for does qt5gui need OpenGL?

2013-11-06 Thread Philipp Kursawe
Why don't you like the dynamic loading solution? I would always prefer it
over static linking, if possible. All plugin based systems (even Qt, where
platform is a plugin) are based on dynamic code loading.
OpenGL should not be a dependency on a base windowing framework imho.


On Wed, Nov 6, 2013 at 11:38 PM, Thiago Macieira
thiago.macie...@intel.comwrote:

 On quarta-feira, 6 de novembro de 2013 20:12:33, phil.kursawe@gmail.comwrote:
  I see. I thought Qt renders using the system natively. It could load
 opengl
  like it loads SSL support, dynamically.

 That's a solution we really dislike. We're forced to do it for SSL, for
 legal
 reasons.

 But we don't want it, neither for OpenGL, nor for ICU. And we're only
 doing it
 for udev in Qt 5.2 because we're, again, forced to.

 --
 Thiago Macieira - thiago.macieira (AT) intel.com
   Software Architect - Intel Open Source Technology Center

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