Re: [Interest] how to install qt enterprise using command line only?

2016-07-06 Thread Kevin Mcintyre
I've been using the --script option to install on headless systems.

--script qt.install.js

--- qt.install.js ---

function Controller() {
installer.autoRejectMessageBoxes();
installer.installationFinished.connect(function() {
gui.clickButton(buttons.NextButton);
})
}
Controller.prototype.WelcomePageCallback = function() {
gui.clickButton(buttons.NextButton);
}
Controller.prototype.CredentialsPageCallback = function() {
gui.clickButton(buttons.NextButton);
}
Controller.prototype.IntroductionPageCallback = function() {
gui.clickButton(buttons.NextButton);
}
Controller.prototype.TargetDirectoryPageCallback = function() {

gui.currentPageWidget().TargetDirectoryLineEdit.setText(installer.value("HomeDir")
+ "/Qt");
gui.clickButton(buttons.NextButton);
}
Controller.prototype.ComponentSelectionPageCallback = function() {
gui.clickButton(buttons.NextButton);
}
Controller.prototype.LicenseAgreementPageCallback = function() {
gui.currentPageWidget().AcceptLicenseRadioButton.setChecked(true);
gui.clickButton(buttons.NextButton);
}
Controller.prototype.ReadyForInstallationPageCallback = function() {
gui.clickButton(buttons.NextButton);
}
Controller.prototype.PerformInstallationPageCallback = function() {
gui.clickButton(buttons.NextButton);
}
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Re: [Interest] how to install qt enterprise using command line only?

2016-07-06 Thread Ch'Gans
On 4 July 2016 at 02:28, Лагнер, Сергей  wrote:
> Hello all.
>
> I'm trying to use qt enterprise and I want to install it on my build server.
> There is no any GUI on the server, so I need some way to install qt without
> it. I downloaded qt-enterprise-linux-x64-android-5.6.1-1.run, but it seems
> does not have such option.
> I'd like to note, I do not want to build qt from sources, just install is
> enough for me.
> Is it possible to install it using command line only?

The way I install it on remote headless servers is:
- install on a local machine (same OS same CPU arch)
- rsync to remote server

It has the added advantage, that you can make sure all your build
servers are running the exact same thing

My 2 cents

>
> Thanks,
> Sergey
>
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Re: [Interest] how to install qt enterprise using command line only?

2016-07-06 Thread Thiago Macieira
On quinta-feira, 7 de julho de 2016 10:29:43 PDT Лагнер, Сергей wrote:
> Does not work as well
> 
> ~/Downloads$ ./qt-enterprise-linux-x64-android-5.6.1-1.run -platform minimal
> Unknown option: p, l, a, t, f, o, r, m

Looks like the installer eats the options that QGuiApplication needs. Try this 
instead:

export QT_QPA_PLATFORM=minimal


-- 
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  Software Architect - Intel Open Source Technology Center

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Re: [Interest] how to install qt enterprise using command line only?

2016-07-06 Thread Лагнер , Сергей
Does not work as well

~/Downloads$ ./qt-enterprise-linux-x64-android-5.6.1-1.run -platform minimal
Unknown option: p, l, a, t, f, o, r, m

The following text is the executable help:

~/Downloads$ ./qt-enterprise-linux-x64-android-5.6.1-1.run -h
Usage: ./qt-enterprise-linux-x64-android-5.6.1-1.run [options] Key=Value

Options:
  -h, --help   Displays this help.
  --versionDisplays version information.
  --framework-version  Displays the version of the Qt
Installer
   Framework.
  -v, --verboseVerbose mode. Prints out more
   information.
  --proxy  Use system proxy on Windows and
Linux.
   This option has no effect on OS X.
  --script   Execute the script given as argument.
  --checkupdates   Check for updates and return an XML
   description.
  --updaterStart application in updater mode.
  --manage-packagesStart application in package manager
   mode.
  --no-force-installations Allow deselecting components that are
   marked as forced.
  --show-virtual-componentsShow virtual components in installer
and
   package manager.
  --logging-rules   Enables logging according to passed
   rules. Comma separated logging rules
have
   the following syntax:
   loggingCategory=true/false. Passing
empty
   logging rules enables all logging
   categories. The following rules
enable a
   single category:
   ifw.*=false,ifw.category=true The
   following logging categories are
   available:
   ifw.componentChecker
   ifw.resources
   ifw.translations
  --create-local-repositoryCreate a local repository inside the
   installation directory. This option
has
   no effect on online installers.
  --addRepository Add a local or remote repository to
the
   list of user defined repositories.
  --addTempRepository Add a local or remote repository to
the
   list of temporary available
repositories.
  --setTempRepository Set a local or remote repository as
   temporary repository, it is the only
one
   used during fetch.
   Note: URI must be prefixed with the
   protocol, i.e. file:///, https://,
   http:// or ftp://.
  --startserver   Starts the application as headless
   process waiting for commands to
execute.
   Mode can be DEBUG or PRODUCTION. In
DEBUG
   mode, the option values can be
   omitted.Note: The server will not
   shutdown on his own, you need to
quit the
   process by hand.
  --startclient    Starts the application to debug the
   client-server communication. If a
value
   is omitted, the client will use a
default
   instead. Note: The server process is
not
   started by the client application in
that
   case, you need to start it on your
own.

Arguments:
  Key=ValueKey Value pair to be set.


2016-07-06 17:56 GMT+06:00 Dmitry Volosnykh :

> Have you considered specifying option with a single leading dash?
>
> On Wed, Jul 6, 2016 at 2:45 PM Лагнер, Сергей  wrote:
>
>> ~/Downloads$ ./qt-enterprise-linux-x64-android-5.6.1-1.run --platform
>> minimal
>> Unknown option: platform
>>
>> There is no such option in executable help.
>>
>> 2016-07-06 16:54 GMT+06:00 Sumedha Widyadharma <
>> sumedha.widyadha...@basyskom.com>:
>>
>>> Hi
>>>
>>> On 07/03/2016 04:34 PM, Ben Lau wrote:
>>> > Hi,
>>> >
>>> > I have written a script 

Re: [Interest] Utilizing the GPU, how to start?

2016-07-06 Thread Thiago Macieira
On quinta-feira, 7 de julho de 2016 01:03:23 PDT André Pönitz wrote:
> On Wed, Jul 06, 2016 at 02:16:46PM -0700, Thiago Macieira wrote:
> > On quarta-feira, 6 de julho de 2016 20:23:44 PDT André Pönitz wrote:
> > > > Stop using QtWidgets, including QtWebView and QLabel, and transition
> > > > to Qt Quick instead. Qt Quick uses the GPU, QtWidgets do not.
> > > 
> > > So to use a certain backend technology you seriously advice to
> > > switch fronend languages, too?
> > 
> > That's the only option provided. You can choose one of:
> > 
> > a) port
> > b) keep it as it is
> 
> I guess it depends a bit on how "Qt widgets to take advantage of a GPU"
> is to be interpreted. I don't think that special GPU support for painting
> some QPushButton was asked for. Playing a video inside a QWidget based
> application might be closer.
> 
> When I look at my second monitor right now I see kaffeine (something
> capable of playing videos with a Qt Widgets GUI) running, and if I am to
> believe intel_gpu_top output it does utilize the GPU.
> 
> Some _something_ with Media, Widgets and GPU (keywords from the original
> mail) works in practice.

The way I see it, any video player that doesn't default to HW acceleration is 
not worth its salt.

I'd expect that if you want to force it to CPU-only, you'd have to do 
something. Maybe disabling the CPU fallback would also be opt-in.

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

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Re: [Interest] Utilizing the GPU, how to start?

2016-07-06 Thread André Pönitz
On Wed, Jul 06, 2016 at 02:16:46PM -0700, Thiago Macieira wrote:
> On quarta-feira, 6 de julho de 2016 20:23:44 PDT André Pönitz wrote:
> > > Stop using QtWidgets, including QtWebView and QLabel, and transition
> > > to Qt Quick instead. Qt Quick uses the GPU, QtWidgets do not.
> > 
> > So to use a certain backend technology you seriously advice to
> > switch fronend languages, too?
> 
> That's the only option provided. You can choose one of:
> 
> a) port
> b) keep it as it is

I guess it depends a bit on how "Qt widgets to take advantage of a GPU"
is to be interpreted. I don't think that special GPU support for painting
some QPushButton was asked for. Playing a video inside a QWidget based
application might be closer.

When I look at my second monitor right now I see kaffeine (something
capable of playing videos with a Qt Widgets GUI) running, and if I am to
believe intel_gpu_top output it does utilize the GPU. 

Some _something_ with Media, Widgets and GPU (keywords from the original
mail) works in practice.

Andre'
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Re: [Interest] Utilizing the GPU, how to start?

2016-07-06 Thread Thiago Macieira
On quarta-feira, 6 de julho de 2016 20:23:44 PDT André Pönitz wrote:
> > Stop using QtWidgets, including QtWebView and QLabel, and transition
> > to Qt Quick instead. Qt Quick uses the GPU, QtWidgets do not.
> 
> So to use a certain backend technology you seriously advice to
> switch fronend languages, too?

That's the only option provided. You can choose one of:

a) port
b) keep it as it is

There are no other, current options. People could invest time in providing an 
alternative, like Uwe is doing, but that currently is not available.

> When did *you personally* attempt to port a GUI project from
> Widgets to Quick?

All of my GUI projects have been ported.

That is, with a figure of speech. Mathematically speaking, I get a SIGFPE when 
calculating the percentage of my GUI projects ported to Qt Quick.

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

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Re: [Interest] Qt conflict with libjpeg-turbo between 5.4 and 5.6

2016-07-06 Thread Konstantin Tokarev


06.07.2016, 23:49, "Etienne Sandré-Chardonnal" :
> Hi,
>
> I use libjpeg-turbo in my app for some time now.
>
> Since I switched to Qt 5.6 (from Qt 5.4), reading any Jpeg image with QPixmap 
> crashes the app.
>
> Is this a lib conflict? I linked with both Qt and libjpeg-turbo statically. 
> Could changing either to dynamic link solve the problem?

You should build Qt with the same libjpeg that you are using in your application


-- 
Regards,
Konstantin
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[Interest] Qt conflict with libjpeg-turbo between 5.4 and 5.6

2016-07-06 Thread Etienne Sandré-Chardonnal
Hi,

I use libjpeg-turbo in my app for some time now.

Since I switched to Qt 5.6 (from Qt 5.4), reading any Jpeg image with
QPixmap crashes the app.

Is this a lib conflict? I linked with both Qt and libjpeg-turbo statically.
Could changing either to dynamic link solve the problem?

Thanks!
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Re: [Interest] Utilizing the GPU, how to start?

2016-07-06 Thread André Pönitz
On Wed, Jul 06, 2016 at 06:10:37PM +, J-P Nurmi wrote:
> > On 06 Jul 2016, at 19:41, Uwe Rathmann 
> > wrote:
> > 
> >> On Tue, 05 Jul 2016 23:58:48 -0700, Thiago Macieira wrote:
> >> 
> >> So what you want isn't QWidget with OpenGL support. We've proven it
> >> won't work. What you want is a powerful, Scene Graph-based set of
> >> widgets with native look and feel (that is Qt Quick Controls).
> >> 
> >> You're probably also asking for a C++ API instead of a QML one.
> > 
> > And this is exactly what I'm currently trying to do - creating a set
> > of Quick controls offering full featured C++ and QML APIs.
> > 
> > Our main motivation is the well known instantiation problem of QML,
> > that is totally dominating the overall performance of our user
> > interface. As most of our QML code is application code, having a C++
> > API for the controls is mandatory to significantly limit the amount
> > of QML.
> 
> Interesting choice. I would have done the exact opposite. Application
> logic in C++ and UI declaration in QML. Declaring fluid animated UIs
> in QML is a joy, writing animations in C++ is not so.

Right, but not because C++ is insufficient for the task, but because
it is "impossible" to disantangle the JSON-ish and the JS parts of
Qt Quick and easily re-use the same backend implementation with
a plain C++ interface.

Stuffing a few items into a JSON-style property bag is a no-brainer in
C++. Last time I looked there was even something called 'QtJson' which
pretty much looked like a Qt/C++ JSON implementation.

Intesting enough, stuffing a few properties into a bag and optionally
add an event handler or two is also what a typical Widget use looks
like. So this is clearly possible in C++.

The JavaScript part in Qt Quick is of course uglier to avoid. But we all
know that this absolutely and really does not exist (If it would, Qt
Quick wouldn't be "declarative", right?), and if it accidentally existed
it would not be compulsory to use, and if it acccidentally would be.
recommended best practice would of course be to avoid it, and in case
usage is unavoidable...  oh, well, it does not exist, right?

So where exactly is the *real* problem that there is no C++ interface
to "fluid animated UIs"?

Andre'
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Re: [Interest] Utilizing the GPU, how to start?

2016-07-06 Thread Scott Aron Bloom
On Tue, Jul 05, 2016 at 05:41:33PM -0700, Thiago Macieira wrote:
> On terça-feira, 5 de julho de 2016 11:45:41 PDT Jason Kretzer wrote:
> > How does one get Qt widgets to take advantage of a GPU?  If this 
> > question seem naïve, it is because it is.
> > 
> > With my application, I am displaying different types of media — mp4 
> > (using QMedia Player) Html (folders containing a "mini-site” using
> > QWebView) Images (using a Qlabel)
> > 
> > This Qt 5.5, Windows7/10, running on a low end compute stick.  The 
> > CPU seems to take the brunt of the performance.  Just wondering how 
> > to offload some of that?
> 
> Stop using QtWidgets, including QtWebView and QLabel, and transition 
> to Qt Quick instead. Qt Quick uses the GPU, QtWidgets do not.

So to use a certain backend technology you seriously advice to switch fronend 
languages, too?

When did *you personally* attempt to port a GUI project from Widgets to Quick?

Amdre'


I know I never finished one conversion attempt...  Except for the most simple 
of UI's with very little NON-UI logic 

Scott
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Re: [Interest] Utilizing the GPU, how to start?

2016-07-06 Thread André Pönitz
On Tue, Jul 05, 2016 at 05:41:33PM -0700, Thiago Macieira wrote:
> On terça-feira, 5 de julho de 2016 11:45:41 PDT Jason Kretzer wrote:
> > How does one get Qt widgets to take advantage of a GPU?  If this
> > question seem naïve, it is because it is.
> > 
> > With my application, I am displaying different types of media — mp4
> > (using QMedia Player) Html (folders containing a "mini-site” using
> > QWebView) Images (using a Qlabel)
> > 
> > This Qt 5.5, Windows7/10, running on a low end compute stick.  The
> > CPU seems to take the brunt of the performance.  Just wondering how
> > to offload some of that?
> 
> Stop using QtWidgets, including QtWebView and QLabel, and transition
> to Qt Quick instead. Qt Quick uses the GPU, QtWidgets do not.

So to use a certain backend technology you seriously advice to
switch fronend languages, too?

When did *you personally* attempt to port a GUI project from
Widgets to Quick?

Amdre'
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Re: [Interest] Utilizing the GPU, how to start?

2016-07-06 Thread J-P Nurmi
> On 06 Jul 2016, at 19:41, Uwe Rathmann  wrote:
> 
>> On Tue, 05 Jul 2016 23:58:48 -0700, Thiago Macieira wrote:
>> 
>> So what you want isn't QWidget with OpenGL support. We've proven it
>> won't work. What you want is a powerful, Scene Graph-based set of
>> widgets with native look and feel (that is Qt Quick Controls).
>> 
>> You're probably also asking for a C++ API instead of a QML one.
> 
> And this is exactly what I'm currently trying to do - creating a set of 
> Quick controls offering full featured C++ and QML APIs.
> 
> Our main motivation is the well known instantiation problem of QML, that 
> is totally dominating the overall performance of our user interface. As 
> most of our QML code is application code, having a C++ API for the 
> controls is mandatory to significantly limit the amount of QML.

Interesting choice. I would have done the exact opposite. Application logic in 
C++ and UI declaration in QML. Declaring fluid animated UIs in QML is a joy, 
writing animations in C++ is not so.

--
J-P Nurmi
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Re: [Interest] Qt Screen.pixelDensity and Android devices

2016-07-06 Thread Nuno Santos
5.6 

Nuno Santos
Founder / CEO / CTO
www.imaginando.pt
+351 91 621 69 62

> On 06 Jul 2016, at 17:14, Jason H  wrote:
> 
> No, but it is supposed to work Any Day Now(tm) (5.7 or 5.8?)
>  
> Sent: Wednesday, July 06, 2016 at 11:32 AM
> From: "Nuno Santos" 
> To: "Qt Project MailingList" 
> Subject: [Interest] Qt Screen.pixelDensity and Android devices
> Qt/Android developers,
>  
> Do you think all devices correctly report Screen.pixelDensity?
>  
> I’m working on a  HP 21 Slate and it has a pixel density of around 8.5.
>  
> The display resolution is 1920x1080. Dividing 1920 by 8.5 gives 225mm but the 
> screen has 480mm width. 
>  
> I have checked devicePixelRatio and it is one. From documentation, 
> devicePixelRatio is only for Apple screens.
>  
> So… do you think it is possible to consistently find out the size of the 
> screen on all devices?
>  
> Thanks,
>  
> Regards,
>  
> Nuno
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Re: [Interest] Utilizing the GPU, how to start?

2016-07-06 Thread Uwe Rathmann
On Tue, 05 Jul 2016 23:58:48 -0700, Thiago Macieira wrote:

> So what you want isn't QWidget with OpenGL support. We've proven it
> won't work. What you want is a powerful, Scene Graph-based set of
> widgets with native look and feel (that is Qt Quick Controls).
> 
> You're probably also asking for a C++ API instead of a QML one.

And this is exactly what I'm currently trying to do - creating a set of 
Quick controls offering full featured C++ and QML APIs.

Our main motivation is the well known instantiation problem of QML, that 
is totally dominating the overall performance of our user interface. As 
most of our QML code is application code, having a C++ API for the 
controls is mandatory to significantly limit the amount of QML.

We will present some results from this attempt at the QtCon: https://
conf.qtcon.org/en/qtcon/public/events/428

Uwe


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Re: [Interest] Qt 3D for VR?

2016-07-06 Thread charleyb123 .
On Wed, Jul 6, 2016 at 10:47 AM, Henry Skoglund  wrote:

> Excellent! I'm quite the noob re. Qt 3D, but this VR stuff could be a nice
> educational entry into it.
>
> (When you sit in front on the computer inside Qt Creator all day, it's
> refreshing to stand up, put on the Vive and shoot some aliens :-)
>
> Rgrds Henry
>

+1 on the Qt3D+VR SDK.

A gentle note of caution ... not all of the aliens should be considered
targets.  ;-)

--charley
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Re: [Interest] Qt 3D for VR?

2016-07-06 Thread Henry Skoglund
Excellent! I'm quite the noob re. Qt 3D, but this VR stuff could be a 
nice educational entry into it.


(When you sit in front on the computer inside Qt Creator all day, it's 
refreshing to stand up, put on the Vive and shoot some aliens :-)


Rgrds Henry


On 2016-07-06 18:26, Sean Harmer wrote:

Hey!

I just had my first play with the Vive today too. Peppe is already
looking into the SDK so that we can first get some pure Qt + OpenGL
examples working with it. Once we've gained a little experience with it
we will look at how to expose this to Qt 3D's API.

Cheers,

Sean

On 06/07/2016 16:53, Henry Skoglund wrote:

Hi, got an HTC Vive last week, it was really for my son but I've tried
it as well, I haven't enjoyed a shooter game this much since playing
Apple Invaders on my Apple II.

Anyway, I've downloaded the OpenVR SDK from Valve
https://github.com/ValveSoftware/openvr, I want to try displaying some
math graphs in 3D in the helmet, and perhaps try building and walking
in a maze.

Of course I'll be writing my test program in Qt, figure Qt 3D would be
swell for this. Are there any plans or ideas for VR using Qt 3D?

Regards Henry


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Re: [Interest] Qt 3D for VR?

2016-07-06 Thread Sean Harmer

Hey!

I just had my first play with the Vive today too. Peppe is already 
looking into the SDK so that we can first get some pure Qt + OpenGL 
examples working with it. Once we've gained a little experience with it 
we will look at how to expose this to Qt 3D's API.


Cheers,

Sean

On 06/07/2016 16:53, Henry Skoglund wrote:
Hi, got an HTC Vive last week, it was really for my son but I've tried 
it as well, I haven't enjoyed a shooter game this much since playing 
Apple Invaders on my Apple II.


Anyway, I've downloaded the OpenVR SDK from Valve 
https://github.com/ValveSoftware/openvr, I want to try displaying some 
math graphs in 3D in the helmet, and perhaps try building and walking 
in a maze.


Of course I'll be writing my test program in Qt, figure Qt 3D would be 
swell for this. Are there any plans or ideas for VR using Qt 3D?


Regards Henry


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Re: [Interest] Language Codes supported by Qt

2016-07-06 Thread Thiago Macieira
On quarta-feira, 6 de julho de 2016 18:10:07 PDT Jason H wrote:
> I've got a request to translate to a 3-char language code (ISO_639-2,3,5)
> https://en.wikipedia.org/wiki/List_of_ISO_639-2_codes Which codes does the
> Qt translation system support? I've never had a problem with ISO_639-1
> codes (two-letter) but I wonder about these other ones.

Look at the QLocale documentation. If you see the language there, then it's 
supported.

For example, "ang" (Anglo Saxon, a.k.a. Old English) isn't supported, but Low 
German (nds) and Old Norse (non) are. Don't ask me why of two contemporary 
languages, only one is supported.

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

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Re: [Interest] Utilizing the GPU, how to start?

2016-07-06 Thread Jason H

Don't worry anout using the GPU. As others have said, you can't with widgets. But the overall drawing is good. Also like others have said use QtQuick2.

 

What others have not said: 

I did extensive testing of Qt Quick1 with video playback. What I found was having the media backend properly configured to use hardware made the biggest difference. If you are playing MP4, then make sure your media player backend (there are several possible on Windows) and your codecs are all hardware accelerated. This is really want you need. I had an intel Atom that was sucking down 80-90% to play video, leaving not much for the UI. A few tweaks later, the video playback was only taking 10% and things were good again.  I'd say move to QtQuick2  and check your media backend. My experience was on XP, so you're on your own.

 

 

Sent: Tuesday, July 05, 2016 at 2:45 PM
From: "Jason Kretzer" 
To: "interest@qt-project.org" 
Subject: [Interest] Utilizing the GPU, how to start?



How does one get Qt widgets to take advantage of a GPU?  If this question seem naïve, it is because it is.

 

With my application, I am displaying different types of media — 

mp4 (using QMedia Player)

Html (folders containing a "mini-site” using QWebView)

Images (using a Qlabel)

 

This Qt 5.5, Windows7/10, running on a low end compute stick.  The CPU seems to take the brunt of the performance.  Just wondering how to offload some of that?

 

Thanks,

 

-Jason

 


//--//

   Jason R. Kretzer

   Lead Application Developer

   ja...@gocodigo.com

//--//

 

“quidquid latine dictum sit altum videtur"

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Re: [Interest] Qt Screen.pixelDensity and Android devices

2016-07-06 Thread Jason H
No, but it is supposed to work Any Day Now(tm) (5.7 or 5.8?)
 

Sent: Wednesday, July 06, 2016 at 11:32 AM
From: "Nuno Santos" 
To: "Qt Project MailingList" 
Subject: [Interest] Qt Screen.pixelDensity and Android devices


Qt/Android developers,
 

Do you think all devices correctly report Screen.pixelDensity?

 

I’m working on a  HP 21 Slate and it has a pixel density of around 8.5.

 

The display resolution is 1920x1080. Dividing 1920 by 8.5 gives 225mm but the screen has 480mm width. 

 

I have checked devicePixelRatio and it is one. From documentation, devicePixelRatio is only for Apple screens.

 

So… do you think it is possible to consistently find out the size of the screen on all devices?

 

Thanks,

 

Regards,

 



Nuno


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[Interest] Language Codes supported by Qt

2016-07-06 Thread Jason H
I've got a request to translate to a 3-char language code (ISO_639-2,3,5) 
https://en.wikipedia.org/wiki/List_of_ISO_639-2_codes
Which codes does the Qt translation system support? I've never had a problem 
with ISO_639-1 codes (two-letter) but I wonder about these other ones.



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[Interest] Qt 3D for VR?

2016-07-06 Thread Henry Skoglund
Hi, got an HTC Vive last week, it was really for my son but I've tried 
it as well, I haven't enjoyed a shooter game this much since playing 
Apple Invaders on my Apple II.


Anyway, I've downloaded the OpenVR SDK from Valve 
https://github.com/ValveSoftware/openvr, I want to try displaying some 
math graphs in 3D in the helmet, and perhaps try building and walking in 
a maze.


Of course I'll be writing my test program in Qt, figure Qt 3D would be 
swell for this. Are there any plans or ideas for VR using Qt 3D?


Regards Henry


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[Interest] Qt Screen.pixelDensity and Android devices

2016-07-06 Thread Nuno Santos
Qt/Android developers,

Do you think all devices correctly report Screen.pixelDensity?

I’m working on a  HP 21 Slate and it has a pixel density of around 8.5.

The display resolution is 1920x1080. Dividing 1920 by 8.5 gives 225mm but the 
screen has 480mm width. 

I have checked devicePixelRatio and it is one. From documentation, 
devicePixelRatio is only for Apple screens.

So… do you think it is possible to consistently find out the size of the screen 
on all devices?

Thanks,

Regards,

Nuno

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Re: [Interest] how to install qt enterprise using command line only?

2016-07-06 Thread Dmitry Volosnykh
Have you considered specifying option with a single leading dash?

On Wed, Jul 6, 2016 at 2:45 PM Лагнер, Сергей  wrote:

> ~/Downloads$ ./qt-enterprise-linux-x64-android-5.6.1-1.run --platform
> minimal
> Unknown option: platform
>
> There is no such option in executable help.
>
> 2016-07-06 16:54 GMT+06:00 Sumedha Widyadharma <
> sumedha.widyadha...@basyskom.com>:
>
>> Hi
>>
>> On 07/03/2016 04:34 PM, Ben Lau wrote:
>> > Hi,
>> >
>> > I have written a script for installing Qt OpenSource edition via
>> command line environment (xvfb is still needed). Although it do not fit
>> with enterprise edition (probably you need to login), it can be
>> > an example to show how to manipulate Qt installer framework.
>>
>> Have you tried passing --platform minimal to the installer? I think this
>> would then work without any X Server.
>>
>> >
>> > https://github.com/benlau/qtci/
>> >
>> >
>> > On 3 July 2016 at 22:28, Лагнер, Сергей  develo...@lagner.ru>> wrote:
>> >
>> > Hello all.
>> >
>> > I'm trying to use qt enterprise and I want to install it on my
>> build server. There is no any GUI on the server, so I need some way to
>> install qt without it. I downloaded
>> > qt-enterprise-linux-x64-android-5.6.1-1.run, but it seems does not
>> have such option.
>> > I'd like to note, I do not want to build qt from sources, just
>> install is enough for me.
>> > Is it possible to install it using command line only?
>> >
>> > Thanks,
>> > Sergey
>> >
>> > ___
>> > Interest mailing list
>> > Interest@qt-project.org 
>> > http://lists.qt-project.org/mailman/listinfo/interest
>> >
>> >
>> >
>> >
>> > ___
>> > Interest mailing list
>> > Interest@qt-project.org
>> > http://lists.qt-project.org/mailman/listinfo/interest
>> >
>>
>>
>> Regards,
>> Sumedha Widyadharma
>>
>> --
>> Sumedha Widyadharma
>> System Integrator
>>
>> basysKom GmbH
>> Robert-Bosch-Str. 7 | 64293 Darmstadt | Germany
>> Tel   : +49 6151 870 589 128  | Fax: +49 6151 870 589 199
>> sumedha.widyadha...@basyskom.com | www.basyskom.com
>>
>> Handelsregister: Darmstadt HRB 9352
>> Geschäftsführung: Dr. Eva Brucherseifer, Heike Ziegler
>>
>> ___
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>> http://lists.qt-project.org/mailman/listinfo/interest
>>
>
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Re: [Interest] How to select objects with Qt3D? (QMouseHandler question)

2016-07-06 Thread Edward Moyse
Fantastic! Thanks!

On 06 Jul 2016, at 12:44, Sean Harmer 
> wrote:

Hi,

the easiest way is to use a QObjectPicker component on your entity. By default 
this uses raycast picking against the bounding sphere of your entity's mesh. If 
this is not precise enough for you, you can enable triangle-ray intersection 
testing by way of the QRenderSettings or you can attach your object picker to a 
child entity with a smaller mesh.

Cheers,

Sean

On 06/07/2016 09:26, Edward Moyse wrote:
Hi all,

I’m trying to play with Qt3d (in Qt5.7), and I'm struggling with the lack of 
documentation and/or tutorials (and so I apologise in advance if this is an 
obvious question).

What I wanted to test is how easy it is to click in the 3D view and select an 
object.

If I understand correctly, I should do this using a QMouseHandler and add this 
to the entity.

To test this, I modified the basic shapes example as follows:

in the initialisation list of SceneModifier I added:

  m_mouseDevice(new Qt3DInput::QMouseDevice()),

  m_mouseHandler(new Qt3DInput::QMouseHandler())

and in the rest of the ctor it now looks like:

 m_mouseHandler->setSourceDevice(m_mouseDevice);

// Sphere

m_sphereEntity = new Qt3DCore::QEntity(m_rootEntity);

m_sphereEntity->addComponent(sphereMesh);

m_sphereEntity->addComponent(sphereMaterial);

m_sphereEntity->addComponent(sphereTransform);

m_sphereEntity->addComponent(m_mouseHandler);

//QObject::connect(mouseHandler, SIGNAL(clicked(Qt3DInput::QMouseEvent*)),

// this, SLOT(clicked(Qt3DInput::QMouseEvent*)));

QObject::connect(m_mouseHandler, ::QMouseHandler::clicked,

 this, ::clicked);

And I also added a new method:

void SceneModifier::clicked(Qt3DInput::QMouseEvent* event)

{

qDebug() << "clicked!";

}

However the function never gets called - I suspect I’ve missed something very 
obvious, but if so I’d really appreciate any tips and/or links to anything else 
to read.

Cheers,

Ed




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Re: [Interest] how to install qt enterprise using command line only?

2016-07-06 Thread Лагнер , Сергей
~/Downloads$ ./qt-enterprise-linux-x64-android-5.6.1-1.run --platform
minimal
Unknown option: platform

There is no such option in executable help.

2016-07-06 16:54 GMT+06:00 Sumedha Widyadharma <
sumedha.widyadha...@basyskom.com>:

> Hi
>
> On 07/03/2016 04:34 PM, Ben Lau wrote:
> > Hi,
> >
> > I have written a script for installing Qt OpenSource edition via command
> line environment (xvfb is still needed). Although it do not fit with
> enterprise edition (probably you need to login), it can be
> > an example to show how to manipulate Qt installer framework.
>
> Have you tried passing --platform minimal to the installer? I think this
> would then work without any X Server.
>
> >
> > https://github.com/benlau/qtci/
> >
> >
> > On 3 July 2016 at 22:28, Лагнер, Сергей > wrote:
> >
> > Hello all.
> >
> > I'm trying to use qt enterprise and I want to install it on my build
> server. There is no any GUI on the server, so I need some way to install qt
> without it. I downloaded
> > qt-enterprise-linux-x64-android-5.6.1-1.run, but it seems does not
> have such option.
> > I'd like to note, I do not want to build qt from sources, just
> install is enough for me.
> > Is it possible to install it using command line only?
> >
> > Thanks,
> > Sergey
> >
> > ___
> > Interest mailing list
> > Interest@qt-project.org 
> > http://lists.qt-project.org/mailman/listinfo/interest
> >
> >
> >
> >
> > ___
> > Interest mailing list
> > Interest@qt-project.org
> > http://lists.qt-project.org/mailman/listinfo/interest
> >
>
>
> Regards,
> Sumedha Widyadharma
>
> --
> Sumedha Widyadharma
> System Integrator
>
> basysKom GmbH
> Robert-Bosch-Str. 7 | 64293 Darmstadt | Germany
> Tel   : +49 6151 870 589 128  | Fax: +49 6151 870 589 199
> sumedha.widyadha...@basyskom.com | www.basyskom.com
>
> Handelsregister: Darmstadt HRB 9352
> Geschäftsführung: Dr. Eva Brucherseifer, Heike Ziegler
>
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>
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Re: [Interest] Utilizing the GPU, how to start?

2016-07-06 Thread John C. Turnbull
Thanks.

I certainly see Vulkan very much as a "future" prospect as it is clearly not 
even relevant in the technology world to any great extent at the moment.

I was just curious if Vulkan had been considered and I am very pleased that it 
is "on the radar" where it should be.

-jct

> On 6 Jul 2016, at 20:26, Sean Harmer  wrote:
> 
> 
> 
>> On 06/07/2016 10:41, John C. Turnbull wrote:
>> Thanks - great to hear!
>> 
>> I am a firm believer in the significance that Vulkan will play in the future 
>> of GPU based applications.
> 
> That's also my view. However, we are not yet at the stage where the graphics 
> API is the bottleneck for most work loads, especially with Qt Quick. Even 
> in Qt 3D we are still bottle-necked by the CPU work that needs to be done 
> prior to the CPU load of submitting the actual OpenGL calls.
> 
> For Qt Quick there is a lot of lower hanging fruit to be tackled than 
> providing a Vulkan backend. Laszlo is doing great work in abstracting the Qt 
> Quick renderer to make it work with other backends which will enable a Vulkan 
> renderer in the future - along with DX12 and Metal.
> 
> Qt 3D already has an architecture that would make it relatively easy to add 
> backends for other graphics API but again, we have plenty of other stuff 
> to tackle before OpenGL becomes the bottleneck. Especially since Qt 3D can 
> already take advantage of instanced rendering, compressed textures, texture 
> arrays, UBOs and compute shaders. Until we can be convinced that Vulkan would 
> remove a large bottle neck we will likely continue adding more features, 
> examples, documentation, fixing bugs and optimising performance. But rest 
> assured, Vulkan is on the radar.
> 
> Cheers,
> 
> Sean
> 
>> 
>> On 6 Jul 2016, at 18:33, Dmitry Volosnykh  wrote:
>> 
>>> John, here you are: https://blog.qt.io/?s=vulkan=en
>>> 
 On Wed, Jul 6, 2016 at 11:31 AM John C. Turnbull  
 wrote:
 Just out of interest, has anyone within the Qt community or company 
 considered Vulkan?
 
 It looks to me as though the future of low level graphics APIs is not 
 OpenGL or Direct3D or Metal.
 
 It's Vulkan.
 
 > On 6 Jul 2016, at 17:53, Kai Koehne  wrote:
 >
 >
 >
 >> -Original Message-
 >> From: Interest [mailto:interest-bounces+kai.koehne=qt...@qt-project.org]
 >> [...]
 >> Multimedia and web rendering are a different story.  Others are better
 >> qualified to comment on the details of how WebEngine, QtMultimedia, and
 >> the older alternatives are implemented - but they are all wrappers 
 >> around
 >> other libraries.  Just because widgets don’t render their own pixels on 
 >> the
 >> GPU doesn’t mean those libraries can’t render the framed content on the
 >> GPU, AFAIK.  At least theoretically, but I’m not up-to-date on whether 
 >> the
 >> widget implementations are currently doing that efficiently.
 >
 > QWeb_Engine_View indeed uses Qt Quick (and therefore potentially
 > the GPU) underneath , even for the widgets integration. So it might be 
 > worth
 > a try porting your app from Qt WebKit to Qt WebEngine (if only because
 > Qt WebKit is deprecated).
 >
 > For the video, it looks like QVideoWidget might benefit from OpenGL if
 > it's parent is a QOpenGL widget. Maybe you can experiment with this.
 > (I don't have first hand experience with QVideoWidget though).
 >
 >
 >
 > Regards
 >
 > Kai
 > ___
 > Interest mailing list
 > Interest@qt-project.org
 > http://lists.qt-project.org/mailman/listinfo/interest
 
 ___
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 Interest@qt-project.org
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>> 
>> 
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Re: [Interest] how to install qt enterprise using command line only?

2016-07-06 Thread Sumedha Widyadharma
Hi

On 07/03/2016 04:34 PM, Ben Lau wrote:
> Hi,
> 
> I have written a script for installing Qt OpenSource edition via command line 
> environment (xvfb is still needed). Although it do not fit with enterprise 
> edition (probably you need to login), it can be
> an example to show how to manipulate Qt installer framework.

Have you tried passing --platform minimal to the installer? I think this would 
then work without any X Server.

> 
> https://github.com/benlau/qtci/
> 
> 
> On 3 July 2016 at 22:28, Лагнер, Сергей  > wrote:
> 
> Hello all. 
> 
> I'm trying to use qt enterprise and I want to install it on my build 
> server. There is no any GUI on the server, so I need some way to install qt 
> without it. I downloaded
> qt-enterprise-linux-x64-android-5.6.1-1.run, but it seems does not have 
> such option. 
> I'd like to note, I do not want to build qt from sources, just install is 
> enough for me. 
> Is it possible to install it using command line only?
> 
> Thanks,
> Sergey
> 
> ___
> Interest mailing list
> Interest@qt-project.org 
> http://lists.qt-project.org/mailman/listinfo/interest
> 
> 
> 
> 
> ___
> Interest mailing list
> Interest@qt-project.org
> http://lists.qt-project.org/mailman/listinfo/interest
> 


Regards,
Sumedha Widyadharma

-- 
Sumedha Widyadharma
System Integrator

basysKom GmbH
Robert-Bosch-Str. 7 | 64293 Darmstadt | Germany
Tel   : +49 6151 870 589 128  | Fax: +49 6151 870 589 199
sumedha.widyadha...@basyskom.com | www.basyskom.com

Handelsregister: Darmstadt HRB 9352
Geschäftsführung: Dr. Eva Brucherseifer, Heike Ziegler

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Re: [Interest] How to select objects with Qt3D? (QMouseHandler question)

2016-07-06 Thread Sean Harmer

Hi,

the easiest way is to use a QObjectPicker component on your entity. By 
default this uses raycast picking against the bounding sphere of your 
entity's mesh. If this is not precise enough for you, you can enable 
triangle-ray intersection testing by way of the QRenderSettings or you 
can attach your object picker to a child entity with a smaller mesh.


Cheers,

Sean

On 06/07/2016 09:26, Edward Moyse wrote:

Hi all,

I’m trying to play with Qt3d (in Qt5.7), and I'm struggling with the 
lack of documentation and/or tutorials (and so I apologise in advance 
if this is an obvious question).


What I wanted to test is how easy it is to click in the 3D view and 
select an object.


If I understand correctly, I should do this using a QMouseHandler and 
add this to the entity.


To test this, I modified the basic shapes example as follows:

in the initialisation list of SceneModifier I added:
m_mouseDevice(newQt3DInput::QMouseDevice()),
m_mouseHandler(newQt3DInput::QMouseHandler())

and in the rest of the ctor it now looks like:
m_mouseHandler->setSourceDevice(m_mouseDevice);
//Sphere
m_sphereEntity=newQt3DCore::QEntity(m_rootEntity);
m_sphereEntity->addComponent(sphereMesh);
m_sphereEntity->addComponent(sphereMaterial);
m_sphereEntity->addComponent(sphereTransform);
m_sphereEntity->addComponent(m_mouseHandler);
//QObject::connect(mouseHandler,SIGNAL(clicked(Qt3DInput::QMouseEvent*)),
//this,SLOT(clicked(Qt3DInput::QMouseEvent*)));
QObject::connect(m_mouseHandler,::QMouseHandler::clicked,
this,::clicked);

And I also added a new method:
voidSceneModifier::clicked(Qt3DInput::QMouseEvent*event)
{
qDebug()<<"clicked!";
}

However the function never gets called - I suspect I’ve missed 
something very obvious, but if so I’d really appreciate any tips 
and/or links to anything else to read.


Cheers,

Ed



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Re: [Interest] Utilizing the GPU, how to start?

2016-07-06 Thread Sean Harmer



On 06/07/2016 10:41, John C. Turnbull wrote:

Thanks - great to hear!

I am a firm believer in the significance that Vulkan will play in the 
future of GPU based applications.


That's also my view. However, we are not yet at the stage where the 
graphics API is the bottleneck for most work loads, especially with Qt 
Quick. Even in Qt 3D we are still bottle-necked by the CPU work that 
needs to be done prior to the CPU load of submitting the actual OpenGL 
calls.


For Qt Quick there is a lot of lower hanging fruit to be tackled than 
providing a Vulkan backend. Laszlo is doing great work in abstracting 
the Qt Quick renderer to make it work with other backends which will 
enable a Vulkan renderer in the future - along with DX12 and Metal.


Qt 3D already has an architecture that would make it relatively easy to 
add backends for other graphics API but again, we have plenty of other 
stuff to tackle before OpenGL becomes the bottleneck. Especially since 
Qt 3D can already take advantage of instanced rendering, compressed 
textures, texture arrays, UBOs and compute shaders. Until we can be 
convinced that Vulkan would remove a large bottle neck we will likely 
continue adding more features, examples, documentation, fixing bugs and 
optimising performance. But rest assured, Vulkan is on the radar.


Cheers,

Sean



On 6 Jul 2016, at 18:33, Dmitry Volosnykh > wrote:



John, here you are: https://blog.qt.io/?s=vulkan=en

On Wed, Jul 6, 2016 at 11:31 AM John C. Turnbull 
> wrote:


Just out of interest, has anyone within the Qt community or
company considered Vulkan?

It looks to me as though the future of low level graphics APIs is
not OpenGL or Direct3D or Metal.

It's Vulkan.

> On 6 Jul 2016, at 17:53, Kai Koehne > wrote:
>
>
>
>> -Original Message-
>> From: Interest [mailto:interest-bounces+kai.koehne
=qt...@qt-project.org
]
>> [...]
>> Multimedia and web rendering are a different story.  Others
are better
>> qualified to comment on the details of how WebEngine,
QtMultimedia, and
>> the older alternatives are implemented - but they are all
wrappers around
>> other libraries.  Just because widgets don’t render their own
pixels on the
>> GPU doesn’t mean those libraries can’t render the framed
content on the
>> GPU, AFAIK.  At least theoretically, but I’m not up-to-date on
whether the
>> widget implementations are currently doing that efficiently.
>
> QWeb_Engine_View indeed uses Qt Quick (and therefore potentially
> the GPU) underneath , even for the widgets integration. So it
might be worth
> a try porting your app from Qt WebKit to Qt WebEngine (if only
because
> Qt WebKit is deprecated).
>
> For the video, it looks like QVideoWidget might benefit from
OpenGL if
> it's parent is a QOpenGL widget. Maybe you can experiment with
this.
> (I don't have first hand experience with QVideoWidget though).
>
>
>
> Regards
>
> Kai
> ___
> Interest mailing list
> Interest@qt-project.org 
> http://lists.qt-project.org/mailman/listinfo/interest

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Re: [Interest] Utilizing the GPU, how to start?

2016-07-06 Thread Giuseppe D'Angelo
On Wed, Jul 6, 2016 at 11:41 AM, John C. Turnbull
 wrote:
> I am a firm believer in the significance that Vulkan will play in the future
> of GPU based applications.

Note that there's still a huge lack of Vulkan drivers for low end
devices, and it won't help at all unless you are bottlenecked by the
driver and the command submission, the latter of which can be worked
around in OpenGL by using command buffers, and both of which are
currently not the main bottleneck of the QQ2 renderer...

Cheers,
-- 
Giuseppe D'Angelo
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Re: [Interest] Utilizing the GPU, how to start?

2016-07-06 Thread John C. Turnbull
Thanks - great to hear!

I am a firm believer in the significance that Vulkan will play in the future of 
GPU based applications.

> On 6 Jul 2016, at 18:33, Dmitry Volosnykh  wrote:
> 
> John, here you are: https://blog.qt.io/?s=vulkan=en
> 
>> On Wed, Jul 6, 2016 at 11:31 AM John C. Turnbull  
>> wrote:
>> Just out of interest, has anyone within the Qt community or company 
>> considered Vulkan?
>> 
>> It looks to me as though the future of low level graphics APIs is not OpenGL 
>> or Direct3D or Metal.
>> 
>> It's Vulkan.
>> 
>> > On 6 Jul 2016, at 17:53, Kai Koehne  wrote:
>> >
>> >
>> >
>> >> -Original Message-
>> >> From: Interest [mailto:interest-bounces+kai.koehne=qt...@qt-project.org]
>> >> [...]
>> >> Multimedia and web rendering are a different story.  Others are better
>> >> qualified to comment on the details of how WebEngine, QtMultimedia, and
>> >> the older alternatives are implemented - but they are all wrappers around
>> >> other libraries.  Just because widgets don’t render their own pixels on 
>> >> the
>> >> GPU doesn’t mean those libraries can’t render the framed content on the
>> >> GPU, AFAIK.  At least theoretically, but I’m not up-to-date on whether the
>> >> widget implementations are currently doing that efficiently.
>> >
>> > QWeb_Engine_View indeed uses Qt Quick (and therefore potentially
>> > the GPU) underneath , even for the widgets integration. So it might be 
>> > worth
>> > a try porting your app from Qt WebKit to Qt WebEngine (if only because
>> > Qt WebKit is deprecated).
>> >
>> > For the video, it looks like QVideoWidget might benefit from OpenGL if
>> > it's parent is a QOpenGL widget. Maybe you can experiment with this.
>> > (I don't have first hand experience with QVideoWidget though).
>> >
>> >
>> >
>> > Regards
>> >
>> > Kai
>> > ___
>> > Interest mailing list
>> > Interest@qt-project.org
>> > http://lists.qt-project.org/mailman/listinfo/interest
>> 
>> ___
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>> http://lists.qt-project.org/mailman/listinfo/interest
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Re: [Interest] Utilizing the GPU, how to start?

2016-07-06 Thread Dmitry Volosnykh
John, here you are: https://blog.qt.io/?s=vulkan=en

On Wed, Jul 6, 2016 at 11:31 AM John C. Turnbull 
wrote:

> Just out of interest, has anyone within the Qt community or company
> considered Vulkan?
>
> It looks to me as though the future of low level graphics APIs is not
> OpenGL or Direct3D or Metal.
>
> It's Vulkan.
>
> > On 6 Jul 2016, at 17:53, Kai Koehne  wrote:
> >
> >
> >
> >> -Original Message-
> >> From: Interest [mailto:interest-bounces+kai.koehne=qt...@qt-project.org
> ]
> >> [...]
> >> Multimedia and web rendering are a different story.  Others are better
> >> qualified to comment on the details of how WebEngine, QtMultimedia, and
> >> the older alternatives are implemented - but they are all wrappers
> around
> >> other libraries.  Just because widgets don’t render their own pixels on
> the
> >> GPU doesn’t mean those libraries can’t render the framed content on the
> >> GPU, AFAIK.  At least theoretically, but I’m not up-to-date on whether
> the
> >> widget implementations are currently doing that efficiently.
> >
> > QWeb_Engine_View indeed uses Qt Quick (and therefore potentially
> > the GPU) underneath , even for the widgets integration. So it might be
> worth
> > a try porting your app from Qt WebKit to Qt WebEngine (if only because
> > Qt WebKit is deprecated).
> >
> > For the video, it looks like QVideoWidget might benefit from OpenGL if
> > it's parent is a QOpenGL widget. Maybe you can experiment with this.
> > (I don't have first hand experience with QVideoWidget though).
> >
> >
> >
> > Regards
> >
> > Kai
> > ___
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> > http://lists.qt-project.org/mailman/listinfo/interest
>
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Re: [Interest] Utilizing the GPU, how to start?

2016-07-06 Thread John C. Turnbull
Just out of interest, has anyone within the Qt community or company considered 
Vulkan?

It looks to me as though the future of low level graphics APIs is not OpenGL or 
Direct3D or Metal.

It's Vulkan.

> On 6 Jul 2016, at 17:53, Kai Koehne  wrote:
> 
> 
> 
>> -Original Message-
>> From: Interest [mailto:interest-bounces+kai.koehne=qt...@qt-project.org]
>> [...]
>> Multimedia and web rendering are a different story.  Others are better
>> qualified to comment on the details of how WebEngine, QtMultimedia, and
>> the older alternatives are implemented - but they are all wrappers around
>> other libraries.  Just because widgets don’t render their own pixels on the
>> GPU doesn’t mean those libraries can’t render the framed content on the
>> GPU, AFAIK.  At least theoretically, but I’m not up-to-date on whether the
>> widget implementations are currently doing that efficiently.
> 
> QWeb_Engine_View indeed uses Qt Quick (and therefore potentially
> the GPU) underneath , even for the widgets integration. So it might be worth
> a try porting your app from Qt WebKit to Qt WebEngine (if only because 
> Qt WebKit is deprecated).
> 
> For the video, it looks like QVideoWidget might benefit from OpenGL if
> it's parent is a QOpenGL widget. Maybe you can experiment with this.
> (I don't have first hand experience with QVideoWidget though).
> 
> 
> 
> Regards
> 
> Kai
> ___
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> Interest@qt-project.org
> http://lists.qt-project.org/mailman/listinfo/interest

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[Interest] How to select objects with Qt3D? (QMouseHandler question)

2016-07-06 Thread Edward Moyse
Hi all,

I’m trying to play with Qt3d (in Qt5.7), and I'm struggling with the lack of 
documentation and/or tutorials (and so I apologise in advance if this is an 
obvious question).

What I wanted to test is how easy it is to click in the 3D view and select an 
object.

If I understand correctly, I should do this using a QMouseHandler and add this 
to the entity.

To test this, I modified the basic shapes example as follows:

in the initialisation list of SceneModifier I added:

  m_mouseDevice(new Qt3DInput::QMouseDevice()),

  m_mouseHandler(new Qt3DInput::QMouseHandler())

and in the rest of the ctor it now looks like:

 m_mouseHandler->setSourceDevice(m_mouseDevice);

// Sphere

m_sphereEntity = new Qt3DCore::QEntity(m_rootEntity);

m_sphereEntity->addComponent(sphereMesh);

m_sphereEntity->addComponent(sphereMaterial);

m_sphereEntity->addComponent(sphereTransform);

m_sphereEntity->addComponent(m_mouseHandler);


//QObject::connect(mouseHandler, SIGNAL(clicked(Qt3DInput::QMouseEvent*)),

// this, SLOT(clicked(Qt3DInput::QMouseEvent*)));

QObject::connect(m_mouseHandler, ::QMouseHandler::clicked,

 this, ::clicked);

And I also added a new method:

void SceneModifier::clicked(Qt3DInput::QMouseEvent* event)

{

qDebug() << "clicked!";

}

However the function never gets called - I suspect I’ve missed something very 
obvious, but if so I’d really appreciate any tips and/or links to anything else 
to read.

Cheers,

Ed

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Re: [Interest] Utilizing the GPU, how to start?

2016-07-06 Thread Kai Koehne


> -Original Message-
> From: Interest [mailto:interest-bounces+kai.koehne=qt...@qt-project.org]
> [...]
> Multimedia and web rendering are a different story.  Others are better
> qualified to comment on the details of how WebEngine, QtMultimedia, and
> the older alternatives are implemented - but they are all wrappers around
> other libraries.  Just because widgets don’t render their own pixels on the
> GPU doesn’t mean those libraries can’t render the framed content on the
> GPU, AFAIK.  At least theoretically, but I’m not up-to-date on whether the
> widget implementations are currently doing that efficiently.

QWeb_Engine_View indeed uses Qt Quick (and therefore potentially
the GPU) underneath , even for the widgets integration. So it might be worth
a try porting your app from Qt WebKit to Qt WebEngine (if only because 
Qt WebKit is deprecated).

For the video, it looks like QVideoWidget might benefit from OpenGL if
it's parent is a QOpenGL widget. Maybe you can experiment with this.
(I don't have first hand experience with QVideoWidget though).



Regards

Kai
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Re: [Interest] Utilizing the GPU, how to start?

2016-07-06 Thread Shawn Rutledge

> On 6 Jul 2016, at 08:34, André Somers  wrote:
> 
> Op 06/07/2016 om 02:56 schreef Scott Aron Bloom:
>> 
>> -Original Message-
>> From: Interest [mailto:interest-bounces+scott=towel42@qt-project.org] On 
>> Behalf Of Thiago Macieira
>> Sent: Tuesday, July 5, 2016 5:42 PM
>> To: interest@qt-project.org
>> Subject: Re: [Interest] Utilizing the GPU, how to start?
>> 
>> On terça-feira, 5 de julho de 2016 11:45:41 PDT Jason Kretzer wrote:
>>> How does one get Qt widgets to take advantage of a GPU?  If this
>>> question seem naïve, it is because it is.
>>> 
>>> With my application, I am displaying different types of media —
>>> mp4 (using QMedia Player)
>>> Html (folders containing a "mini-site” using QWebView) Images (using a
>>> Qlabel)
>>> 
>>> This Qt 5.5, Windows7/10, running on a low end compute stick.

Hmm, how low-end can it be if it can run Windows?

Why 5.5?  At least 5.6 is LTS, so if you find any bugs, they’d have a chance of 
getting fixed in future 5.6 releases.

>>>  The CPU
>>> seems to take the brunt of the performance.  Just wondering how to
>>> offload some of that?
>> Stop using QtWidgets, including QtWebView and QLabel, and transition to Qt 
>> Quick instead. Qt Quick uses the GPU, QtWidgets do not.
>> ==
>> 
>> That’s a pretty horrible answer... There are MANY of us, who prefer for all 
>> sorts of reasons, to use C++ as our primary development language.

Yeah we hear that feedback a lot.

>> Is there no outlook for QtWidgets to start using the GPU?
>> 
> No, there is not. Not realisticly. First of all, widgets are "done", so not 
> much development is going on there. But more important is that the way 
> widgets are rendered simply doesn't suit the way modern GPU's work. It is the 
> main reason Quick (2) was created in the first place: render the contents in 
> such a way that it can utilize the GPU the way its meant to be used. That 
> can't be retrofitted to the widgets world.

What that means (from my understanding so far) is that if you try to render 
widgets with OpenGL, you will end up with a lot of draw calls, because widgets 
are rendered individually, in paint order (bottom up).  So there might not be a 
worthwhile speedup.  Whereas OpenGL works better to render a larger number of 
vertices in one draw call, which is why the QtQuick scene graph uses batching 
to group together items which use the same shaders and same uniforms, and which 
aren’t separated by other different items at intervening Z layers.  But it 
doesn’t sound like rendering the widgets themselves is going to be the 
bottleneck in your application anyway, as long as you can prevent the widgets 
themselves from being re-rendered too often.  I.e. no animations, and no widget 
overlays on top of the dynamic content.

Multimedia and web rendering are a different story.  Others are better 
qualified to comment on the details of how WebEngine, QtMultimedia, and the 
older alternatives are implemented - but they are all wrappers around other 
libraries.  Just because widgets don’t render their own pixels on the GPU 
doesn’t mean those libraries can’t render the framed content on the GPU, AFAIK. 
 At least theoretically, but I’m not up-to-date on whether the widget 
implementations are currently doing that efficiently.

> Note that even if you define your GUI in QML, you can still do everything 
> else in C++. The QML doesn't have to be much more than what you already have 
> as .ui files now, and they are not C++ either are they? Difference is of 
> course that they get compiled into C++, where QML is not.

But you can use the QML compiler.  It translates the QML to C++ and compiles 
that.

It doesn’t hurt to try QtQuick, anyway.  If your UI is not complex, you can 
throw together a QML prototype in a few hours and see whether it performs 
better.  We have examples for both media-playing and web browsing, so you could 
start by checking performance of those.

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Re: [Interest] Utilizing the GPU, how to start?

2016-07-06 Thread Thiago Macieira
On quarta-feira, 6 de julho de 2016 00:56:04 PDT Scott Aron Bloom wrote:
> Stop using QtWidgets, including QtWebView and QLabel, and transition to Qt
> Quick instead. Qt Quick uses the GPU, QtWidgets do not.
> ==
> 
> That’s a pretty horrible answer... There are MANY of us, who prefer for all
> sorts of reasons, to use C++ as our primary development language.
 
> Is there no outlook for QtWidgets to start using the GPU?

No. Long story short: the QPainter model is incompatible with OpenGL. We 
tried, we failed. So we created a new one that works as OpenGL expects and 
it's called "Qt Quick 2".

Alternative long story short: we've already done that work and the result is 
Qt Quick 2 and Qt Quick Controls.

Long story: let me take us back 8 years. 

Before Qt 4.5, used the "native" engine for painting on X11 and on Mac, and it 
had a really horrible GDI engine for Windows, so it had a replacement engine 
that used its own internal painting mechanism using QImage. Because of that, 
it was called the "raster" engine.

The XRender engine for X11 was much faster than "raster", but it produced 
subtly different output depnding on the X11 version, the number of bugfixes 
applied (and X.org developers were then invariably GNOME users, which meant 
they never tested Qt) and very different from Mac and Windows.

The best of both worlds would be to make the raster engine as fast as the 
native, of course. But how?

Well, turns out that the GPU is very good at doing graphics. And we have an 
API to access the GPU, it's called OpenGL. So Qt 4.5, in addition optimising 
the raster engine and making the graphics system selectable at runtime, 
introduced a new, experimental graphics system called "opengl". This was 
called "Falcon Project".

Those of you who have tried the opengl graphics system in Qt 4.5-4.8 know how 
buggy it was. We never made it work properly, for many reasons, including some 
that were the same as the native graphics system problems: OpenGL drivers work 
differently from one another.

Most importantly, the imperative painting model that QPainter and, by 
extension, QWidget use, is incompatible with how GPUs operate. You can do it, 
but it's not very efficient. Right around that time, the MeeGo project was 
starting and the Qt developers were comparing notes with the Clutter 
developers. Clutter was around this time developing a backend called "Clutter 
on OpenGL" (COGL), which was like the Qt's opengl graphics system, but with 
one twist: it would defer all painting operations into a journal and then 
reorder them as necessary to be efficient with the GPU.

Qt developers looked at that and decided it was overly complex and didn't go 
far enough, not to mention that all Clutter developers, being employed by 
Intel, were optimising only for the Intel GPUs (yeah, I work for Intel now). 
From what I understand from the developers at this time, the most problematic 
issue with OpenGL was saving state between frames. With an imperative painting 
model, the engine cannot know what's going to happen on the next frame, so it 
cannot know what to cache and what to discard. If you cache too little, you 
spend time re-uploading resources to the GPU and re-rendering things; if you 
cache too much, you're wasting resources.

So around the time that Qt 4.8 was launching, we kicked off a new project that 
tried to use OpenGL the way that it was designed to be used, like games do. 
This project was called "Scene Graph" and is fundamentally different from 
QPainter that it works in *retained* mode instead of imperative mode. The 
graph of that Scene Graph *is* the cache: while the graph node is present, its 
associated GPU resource is kept; when it's removed, the resource is discarded. 
All the engine needs to know is the order in which the OpenGL resources should 
be sent to the GPU when rendering the frame. And note that this can be pre-
calculated and stored, instead of re-calculated in each frame.

This is also the reason why Qt 5.0 came with Qt Quick 1 (based on 
QGraphicsView, which means QPainter) and Qt Quick 2, which is designed around 
OpenGL. That in turn is the reason why there was a requirement of OpenGL for 
Qt Quick 2 and why version 1 was deprecated then.

So what you want isn't QWidget with OpenGL support. We've proven it won't 
work. What you want is a powerful, Scene Graph-based set of widgets with 
native look and feel (that is Qt Quick Controls). 

You're probably also asking for a C++ API instead of a QML one.

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

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Re: [Interest] Utilizing the GPU, how to start?

2016-07-06 Thread André Somers



Op 06/07/2016 om 02:56 schreef Scott Aron Bloom:


-Original Message-
From: Interest [mailto:interest-bounces+scott=towel42@qt-project.org] On 
Behalf Of Thiago Macieira
Sent: Tuesday, July 5, 2016 5:42 PM
To: interest@qt-project.org
Subject: Re: [Interest] Utilizing the GPU, how to start?

On terça-feira, 5 de julho de 2016 11:45:41 PDT Jason Kretzer wrote:

How does one get Qt widgets to take advantage of a GPU?  If this
question seem naïve, it is because it is.

With my application, I am displaying different types of media —
mp4 (using QMedia Player)
Html (folders containing a "mini-site” using QWebView) Images (using a
Qlabel)

This Qt 5.5, Windows7/10, running on a low end compute stick.  The CPU
seems to take the brunt of the performance.  Just wondering how to
offload some of that?

Stop using QtWidgets, including QtWebView and QLabel, and transition to Qt 
Quick instead. Qt Quick uses the GPU, QtWidgets do not.
==

That’s a pretty horrible answer... There are MANY of us, who prefer for all 
sorts of reasons, to use C++ as our primary development language.

Is there no outlook for QtWidgets to start using the GPU?

No, there is not. Not realisticly. First of all, widgets are "done", so 
not much development is going on there. But more important is that the 
way widgets are rendered simply doesn't suit the way modern GPU's work. 
It is the main reason Quick (2) was created in the first place: render 
the contents in such a way that it can utilize the GPU the way its meant 
to be used. That can't be retrofitted to the widgets world.


Note that even if you define your GUI in QML, you can still do 
everything else in C++. The QML doesn't have to be much more than what 
you already have as .ui files now, and they are not C++ either are they? 
Difference is of course that they get compiled into C++, where QML is not.


André

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Re: [Interest] QML 5.7 QNX, module (or version) is not installed

2016-07-06 Thread Julien Bordes
> Hi,
> It maybe something simple:
> If the library is there I would check the usual suspects like look if 
> something is missing or cannot be found on your machine so that it cannot run 
> (“ldd libqtvirtualkeyboardstylesplugin.so”). There may be an (r)path, etc. 
> problem > or a required library is indeed not installed.
> - Michael.


Hello Michael,

I didn't set any RPATH in my application but I set the paths for Qt 5.7 on the 
i.MX6 target (see my first post 
http://lists.qt-project.org/pipermail/interest/2016-June/023323.html)

-
Virtual Keyboard plugin

# ldd /opt/qt5.7/plugins/platforminputcontexts/libqtvirtualkeyboardplugin.so
/opt/qt5.7/plugins/platforminputcontexts/libqtvirtualkeyboardplugin.so:
libqtvirtualkeyboardplugin.so => 
/opt/qt5.7/plugins/platforminputcontexts/libqtvirtualkeyboardplugin.so 
(0x7800)
libQt5Quick.so.5 => /opt/qt5.7/lib/libQt5Quick.so.5 (0x7810)
libQt5Gui.so.5 => /opt/qt5.7/lib/libQt5Gui.so.5 (0x7840)
libQt5Qml.so.5 => /opt/qt5.7/lib/libQt5Qml.so.5 (0x7880)
libQt5Network.so.5 => /opt/qt5.7/lib/libQt5Network.so.5 (0x78ab)
libsocket.so.3 => /base/lib/libsocket.so.3 (0x7809)
libQt5Core.so.5 => /opt/qt5.7/lib/libQt5Core.so.5 (0x78c0)
libm.so.2 => /proc/boot/libm.so.2 (0x780c)
libGLESv2.so.1 => /base/usr/lib/libGLESv2.so.1 (0x780b4000)
libEGL.so.1 => /base/usr/lib/libEGL.so.1 (0x780e3000)
libcpp.so.5 => /base/lib/libcpp.so.5 (0x783a)
libpng14.so.0 => /base/usr/lib/libpng14.so.0 (0x7879)
libz.so.2 => /base/usr/lib/libz.so.2 (0x780ed000)
libslog2.so.1 => /base/lib/libslog2.so.1 (0x78398000)
libicui18n.so.49 => /base/usr/lib/libicui18n.so.49 (0x7900)
libicuuc.so.49 => /base/usr/lib/libicuuc.so.49 (0x7911)
libicudata.so.49 => /base/usr/lib/libicudata.so.49 (0x7920)
libpps.so.1 => /proc/boot/libpps.so.1 (0x78781000)
libcpp-ne.so.5 => /base/lib/libcpp-ne.so.5 (0x78ba)

-
Virtual Keyboard Style plugin

# ldd 
/opt/qt5.7/qml/QtQuick/VirtualKeyboard/Styles/libqtvirtualkeyboardstylesplugin.so
/opt/qt5.7/qml/QtQuick/VirtualKeyboard/Styles/libqtvirtualkeyboardstylesplugin.so:
libqtvirtualkeyboardstylesplugin.so => 
/opt/qt5.7/qml/QtQuick/VirtualKeyboard/Styles/libqtvirtualkeyboardstylesplugin.so
 (0x7800)
libQt5Quick.so.5 => /opt/qt5.7/lib/libQt5Quick.so.5 (0x7810)
libQt5Svg.so.5 => /opt/qt5.7/lib/libQt5Svg.so.5 (0x7801)
libQt5Widgets.so.5 => /opt/qt5.7/lib/libQt5Widgets.so.5 (0x7840)
libQt5Gui.so.5 => /opt/qt5.7/lib/libQt5Gui.so.5 (0x7890)
libQt5Qml.so.5 => /opt/qt5.7/lib/libQt5Qml.so.5 (0x78d0)
libQt5Network.so.5 => /opt/qt5.7/lib/libQt5Network.so.5 (0x78fb)
libsocket.so.3 => /base/lib/libsocket.so.3 (0x7805)
libQt5Core.so.5 => /opt/qt5.7/lib/libQt5Core.so.5 (0x7910)
libm.so.2 => /proc/boot/libm.so.2 (0x7808)
libGLESv2.so.1 => /base/usr/lib/libGLESv2.so.1 (0x78074000)
libEGL.so.1 => /base/usr/lib/libEGL.so.1 (0x780a3000)
libcpp.so.5 => /base/lib/libcpp.so.5 (0x783a)
libz.so.2 => /base/usr/lib/libz.so.2 (0x780b)
libpng14.so.0 => /base/usr/lib/libpng14.so.0 (0x780d)
libslog2.so.1 => /base/lib/libslog2.so.1 (0x780c2000)
libicui18n.so.49 => /base/usr/lib/libicui18n.so.49 (0x7950)
libicuuc.so.49 => /base/usr/lib/libicuuc.so.49 (0x7961)
libicudata.so.49 => /base/usr/lib/libicudata.so.49 (0x7970)
libpps.so.1 => /proc/boot/libpps.so.1 (0x780ca000)
libcpp-ne.so.5 => /base/lib/libcpp-ne.so.5 (0x7884)

-
Application

# ldd ./basic
./basic:
libQt5Quick.so.5 => /opt/qt5.7/lib/libQt5Quick.so.5 (0x7800)
libQt5Gui.so.5 => /opt/qt5.7/lib/libQt5Gui.so.5 (0x7830)
libQt5Qml.so.5 => /opt/qt5.7/lib/libQt5Qml.so.5 (0x7870)
libQt5Network.so.5 => /opt/qt5.7/lib/libQt5Network.so.5 (0x789b)
libsocket.so.3 => /base/lib/libsocket.so.3 (0x782a)
libQt5Core.so.5 => /opt/qt5.7/lib/libQt5Core.so.5 (0x78b0)
libm.so.2 => /proc/boot/libm.so.2 (0x782d)
libGLESv2.so.1 => /base/usr/lib/libGLESv2.so.1 (0x782c4000)
libEGL.so.1 => /base/usr/lib/libEGL.so.1 (0x782f3000)
libcpp.so.5 => /base/lib/libcpp.so.5 (0x7869)
libc.so.3 => /usr/lib/ldqnx.so.2 (0x100)
libpng14.so.0 => /base/usr/lib/libpng14.so.0 (0x78aa)
libz.so.2 => /base/usr/lib/libz.so.2 (0x786ec000)
libslog2.so.1 => /base/lib/libslog2.so.1 (0x78298000)
libicui18n.so.49 => /base/usr/lib/libicui18n.so.49 (0x78f0)
libicuuc.so.49 => /base/usr/lib/libicuuc.so.49 (0x7901)
libicudata.so.49 => /base/usr/lib/libicudata.so.49 (0x7910)
libpps.so.1 => /proc/boot/libpps.so.1 (0x78681000)
libcpp-ne.so.5 => /base/lib/libcpp-ne.so.5 (0x78e9)



For the second custom application using QtWebkit called "webbrowser" the error 
is a little bit different

# ./webbrowser
QML debugging is