[Interest] [ANNOUNCE] GammaRay 2.5.0

2016-07-08 Thread Allen Winter
Announcing GammaRay 2.5.0!

Highlights of the 2.5.0 Release:
==
 * Added paint analyzer for QQuickPaintedItems.
 * Added element picking in QtQuick and widget remote view.
 * Added input redirection to the widget remote view.
 * Improved measuring tool in QtQuick remote view, and added measuring support 
to widget and paint analyzer views.
 * Added zoom support to the widget remote view.
 * Widget remote view now always shows the selected window, not only the 
selected widget.
 * Fix widget remote view overloading slow targets.
 * Added support for QQuickWidget.
 * Added instance counts to meta object browser.
 * Improved object navigation allowing to select which tool to go to if 
multiple apply.
 * Support for object navigation in more plug-ins.
 * Added edit support for QMatrix4x4, QVector[2,3,4]D, QQaternion and 
QTransform in the property editor.
 * Added basic type support for Qt3D.
 * Added Qt3D scene graph and frame graph inspector (Qt >= 5.7).
 * Fix SHM resource leaks on UNIX-like systems when target crashes on startup.
 * Removed non-KDSME fallback QSM visualizer.
 * Fix QNX 6.6 build.
 * Fix LLDB injector on OSX.
 * Added IPv6 support for client/probe communication.
 * Fixed depth-limiting in the state machine debugger.
 * Support non-QObject objects as composite types in the property editor.
 * Added QPainter analyzer for individual QGraphicsItems.
 * Added source navigation to declaration location for QML items.
 * Added the ability to browser and configure logging categories.
 * Added support for browsing QML context properties.
 * Fix crash on nested QVariant/QJSValue structures.
 * Improved injector self-tests to detect the Yama security extension blocking 
injection.
 * Added source navigation to QRC data.
 * Support more image formats in the resource browser.
 * Save and restore window and tool layouts.
 * Improved display in the model inspector for empty data.
 * Support block layout elements in the text document inspector (Qt >= 5.5).
 * Support inspection of QQmlScriptString properties and callable QJSValues.
 * Fix MSVC2015 runtime detection.
 * Fix various runtime attaching issues.
 * Fix display of multi-line string values in the property editor.
 * Initial support for namespaced Qt.
 * Add network interface browser.
 * Add cookie jar browser.
 * Add recursive access to nested value type properties (read-only).
 * Add access to SSL cipher and certificate information for QSslSocket
 
The source code can be found on GitHub at: https://github.com/KDAB/GammaRay

Tarballs and zipballs for v2.5.0 are available from: 
https://github.com/KDAB/GammaRay/releases

For Linux users:
 * we provide prebuilt (against Qt5) packages for some popular distributions at:

https://software.opensuse.org/download.html?project=isv%3AKDAB=gammaray
 * for those of you still using Qt4 we also provide the Qt4 probe from:   
https://software.opensuse.org/download.html?project=isv%3AKDAB=gammaray-qt4

For OS users:
 * we provide homebrew recipes for both a full-fledged Qt5 and Qt4 version at
https://github.com/KDAB/homebrew-tap

For Windows users:
 * you'll still need to build from source as we as yet do not have an installer

GammaRay is a tool to poke around in a Qt-application and also to manipulate
the application to some extent. GammaRay uses various DLL injection
techniques to hook into an application at runtime and provide access to a
lot of interesting information.

For more information about GammaRay, please visit http://www.kdab.com/gammaray
and https://github.com/KDAB/GammaRay/wiki


-- 
Allen Winter | allen.win...@kdab.com | Senior Software Engineer
KDAB (USA) LLC, a KDAB Group company
Tel. USA +1-866-777-KDAB(5322) ext3
KDAB - The Qt Experts


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

2016-07-08 Thread Jason H


> Sent: Friday, July 08, 2016 at 1:11 PM
> From: "Giuseppe D'Angelo" 
> To: interest@qt-project.org
> Subject: Re: [Interest] Utilizing the GPU, how to start?
>
> Il 06/07/2016 18:19, Jason H ha scritto:
> 
> > What others have not said:
> > I did extensive testing of Qt Quick1 with video playback.
> 
> This is a chapter on its own. (By the way, Qt Quick 1 is still 
> widget-based...)
> 
> In case of video playback, there's much more going on than using the GPU 
> for displaying the video. You want to use the GPU also to decode the 
> video stream (using whatever native APIs you have on your system) and, 
> in order to display it, it's not guaranteed at all the using OpenGL is 
> actually the best way.
> 
> Other overlaying solutions are usually much, much better 
> performance-wise (e.g. VDPAU). But: they don't allow you to embed the 
> video in arbitrary UI hierarchies. Media players usually have very 
> complex setups in order to be able to switch between presentation 
> backends when f.i. you set a videoplayer full screen rather than windowed.

I'm not sure if I am agreeing or conflicting with you, but Anything that can't 
be overlaid today is going to be an issue. You might get minimal CPU on a 
direct render situation, but that's a horrible approach I hope does with the 
old DirectX backends. I much more value the ability to embed video in arbitrary 
hierarchies with alpha-blended overlays.
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Re: [Interest] Utilizing the GPU, how to start?

2016-07-08 Thread Giuseppe D'Angelo

Il 06/07/2016 18:19, Jason H ha scritto:


What others have not said:
I did extensive testing of Qt Quick1 with video playback.


This is a chapter on its own. (By the way, Qt Quick 1 is still 
widget-based...)


In case of video playback, there's much more going on than using the GPU 
for displaying the video. You want to use the GPU also to decode the 
video stream (using whatever native APIs you have on your system) and, 
in order to display it, it's not guaranteed at all the using OpenGL is 
actually the best way.


Other overlaying solutions are usually much, much better 
performance-wise (e.g. VDPAU). But: they don't allow you to embed the 
video in arbitrary UI hierarchies. Media players usually have very 
complex setups in order to be able to switch between presentation 
backends when f.i. you set a videoplayer full screen rather than windowed.


Cheers,
--
Giuseppe D'Angelo | giuseppe.dang...@kdab.com | Senior Software Engineer
KDAB (UK) Ltd., a KDAB Group company | Tel: UK +44-1625-809908
KDAB - The Qt Experts



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[Interest] [Qt3D] Entities with PhongAlphaMaterial disappear when there are several of them

2016-07-08 Thread Oleg Evseev
Hi,

I have a problem with disappearing of PhongAlphaMaterial entities
https://bugreports.qt.io/browse/QTBUG-54515

It's critical issue for my project and I'd like to try to help fix it.
Maybe somebody can get me any advice where should I start looking in qt3d
src first?

[image: phongtest[1].gif - Latest 04/Jul/16 3:24 PM - Oleg]

Thank you in advance!

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

2016-07-08 Thread Giuseppe D'Angelo

Il 08/07/2016 13:02, Uwe Rathmann ha scritto:

That's why I'm trying to do my controls with scene graph node composition
- as much as possible. But this is no fun either as the feature set
offered by the QSG-nodes ( public or private ) is surprisingly limited
and I had to implement very basic stuff, like creating vertex lists for
gradients ( only vertical linear gradients are there ), raised/ sunken
borders etc.


This seems _very_ interesting and worth researching, are you going to 
share some results during the QtCon session you mentioned earlier?


Cheers,
--
Giuseppe D'Angelo | giuseppe.dang...@kdab.com | Senior Software Engineer
KDAB (UK) Ltd., a KDAB Group company | Tel: UK +44-1625-809908
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[Interest] Translations in Google Play?

2016-07-08 Thread Jason H
I have used the standard Qt translation features to translate my app into 
several languages. (Modeled after our discussions here a few months ago). 
Somehow, Google play somehow detected this, but it only detected Spanish and 
Chinese. I have other translations. I'd like the play store to show that I've 
translated to these. However, the Google play store wants translations via 
their resource system, with strings.xml, arrays.xml, and plurals.xml

1. How did Google play do this?
2. What do I need to show support for the other translations?

Many thanks in advance.
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Re: [Interest] [Qt3D]

2016-07-08 Thread Marco Piccolino
You can look into the ArcGIS sdk for Qt which supports rotation.

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

2016-07-08 Thread Uwe Rathmann
On Fri, 08 Jul 2016 10:19:14 +0100, Giuseppe D'Angelo wrote:

> I think the question was more about measuring CPU and GPU performance
> than memory.

Yes, but as we don't have any problems with the performance of the render 
engine we never benchmarked it. And our problem - the time spent for 
creating the quick item subtree - does not depend on the GPU.

What I did is to check a couple of animations, we need for another 
product comparing Widgets, Quick and OpenGLWidget. All options have been 
fast enough for a pleasing result, but the widget version - no surprise - 
needs for the majority of them more CPU load.

( Unfortunately I had to rule out the QOpenGL path because of certain 
bugs )

> This point about memory usage however is extremely valid, and amongst
> other things shows that allowing styling in QML itself is hard if not
> impossible due to the QObject bloat (and privileging composition over
> vertical integration for "simple" UI elements makes you pay a lot for
> it.)

This is exactly my point - beside, that I believe ( hard to produce 
numbers ), that the consequences of this "bloat" are also significant for 
the overall performance.

That's why I'm trying to do my controls with scene graph node composition 
- as much as possible. But this is no fun either as the feature set 
offered by the QSG-nodes ( public or private ) is surprisingly limited 
and I had to implement very basic stuff, like creating vertex lists for 
gradients ( only vertical linear gradients are there ), raised/ sunken 
borders etc.

Cheers,
Uwe




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Re: [Interest] [Qt3D]

2016-07-08 Thread Vlad Stelmahovsky
thanks Sean
I just need a way around. My idea is to put QtLocation Map component onto
surface to be able to tilt and rotate it since these was removed from
QtLocation some time ago

On Fri, Jul 8, 2016 at 10:57 AM, Sean Harmer  wrote:

> Hi,
>
> At the moment you can embed a Qt 3D scene into a Qt Quick scene (using a
> Scene3D element) but not the other way around. This is something planned
> for the future and there is a WIP patch to enable this on gerrit. It uses
> QQuickRenderControl to draw into a texture.
>
> Cheers,
>
> Sean
>
> On 08/07/2016 09:46, Vlad Stelmahovsky wrote:
>
>> Hi
>>
>> Just curious: is it possible to add an QML Item to Qt3D scene and
>> interact with it as with usual item?
>>
>> thanks
>>
>> --
>> Best regards,
>> Vlad
>>
>>
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Re: [Interest] [Qt3D]

2016-07-08 Thread Sean Harmer

Hi,

At the moment you can embed a Qt 3D scene into a Qt Quick scene (using a 
Scene3D element) but not the other way around. This is something planned 
for the future and there is a WIP patch to enable this on gerrit. It 
uses QQuickRenderControl to draw into a texture.


Cheers,

Sean

On 08/07/2016 09:46, Vlad Stelmahovsky wrote:

Hi

Just curious: is it possible to add an QML Item to Qt3D scene and
interact with it as with usual item?

thanks

--
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Vlad


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[Interest] [Qt3D]

2016-07-08 Thread Vlad Stelmahovsky
Hi

Just curious: is it possible to add an QML Item to Qt3D scene and interact
with it as with usual item?

thanks

-- 
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Vlad
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Re: [Interest] Qt3D SceneLoader - adjusting materials when using Collada files exported from Blender

2016-07-08 Thread Sean Harmer

Hi,

sounds like there's maybe a bug in the assimp scene loader plugin. For 
the dark lighting and harsh specular, I've been wondering if there's a 
bug in the shaders somewhere as I have other custom shaders based on 
similar lighting models that do not exhibit this behaviour. I'm off sick 
today so I don't have the energy to dig into it today though.


Can you file a JIRA for the collada loading issue with a test case or 
two please?


Many thanks,

Sean

On 08/07/2016 08:54, Ola Røer Thorsen wrote:

Hi,

I need to load some simple 3d scenes into an application using Qt3D,
QtQuick and Qt 5.7.

I've created the scenes in Blender, exported them as Collada files and
they mostly show up in my application unless SceneLoader causes a crash.
I'm using the basic ForwardRenderer frameGraph like so,

components:[

RenderSettings{

activeFrameGraph:ForwardRenderer{

camera:camera

clearColor:"lightskyblue"

}

},

InputSettings{}

]


There is one light source acting as the sun,

Entity{

id:sun

components:[

DirectionalLight{

color:Qt.rgba(1,1,1,1)

worldDirection:Qt.vector3d(0,-1,0)

}

]

}


However the end result is very dark, and it does not seem like any
material changes I do in Blender have much effect on the rendering in my
application. Texturing works OK, the diffuse color is used for
texturing. The ambient light color shows up as completely black, making
the scene much too dark in the shadow areas. Specular is very "hard"
which also makes the overal scene darker. It also seems like only one
light source is used when rendering, even if I define several to try to
lighten up the shadows.

If anyone have some hints on how to tune the materials used in a
workflow like this I'd be really happy to hear about it. In general I
want to create a scene in Blender, import it somehow to my application,
and render the scene in a way that doesn't have completely black shadow
areas. Is there some way to tune the materials used by SceneLoader?

For other entities in the scene I'm using the DiffuseMapMaterial which
gives me good results.

Cheers,
Ola




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KDAB (UK) Ltd, a KDAB Group company
Tel. +44 (0)1625 809908; Sweden (HQ) +46-563-540090
Mobile: +44 (0)7545 140604
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Re: [Interest] Qt3D camera field of view angle definition?

2016-07-08 Thread Sean Harmer

Vertical field of view.

On 08/07/2016 09:42, Ola Røer Thorsen wrote:

What's the definition of the field of view angle for Q3D' s QCamera? Is
it the diagonal field of view?

Cheers,
Ola



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[Interest] Qt3D camera field of view angle definition?

2016-07-08 Thread Ola Røer Thorsen
What's the definition of the field of view angle for Q3D' s QCamera? Is it
the diagonal field of view?

Cheers,
Ola
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[Interest] Qt3D SceneLoader - adjusting materials when using Collada files exported from Blender

2016-07-08 Thread Ola Røer Thorsen
Hi,

I need to load some simple 3d scenes into an application using Qt3D,
QtQuick and Qt 5.7.

I've created the scenes in Blender, exported them as Collada files and they
mostly show up in my application unless SceneLoader causes a crash. I'm
using the basic ForwardRenderer frameGraph like so,

components: [

RenderSettings {

activeFrameGraph: ForwardRenderer {

camera: camera

clearColor: "lightskyblue"

}

},

InputSettings { }

]


There is one light source acting as the sun,

Entity {

id: sun

components: [

DirectionalLight {

color: Qt.rgba(1,1,1,1)

worldDirection: Qt.vector3d(0,-1,0)

}

]

}


However the end result is very dark, and it does not seem like any material
changes I do in Blender have much effect on the rendering in my
application. Texturing works OK, the diffuse color is used for texturing.
The ambient light color shows up as completely black, making the scene much
too dark in the shadow areas. Specular is very "hard" which also makes the
overal scene darker. It also seems like only one light source is used when
rendering, even if I define several to try to lighten up the shadows.

If anyone have some hints on how to tune the materials used in a workflow
like this I'd be really happy to hear about it. In general I want to create
a scene in Blender, import it somehow to my application, and render the
scene in a way that doesn't have completely black shadow areas. Is there
some way to tune the materials used by SceneLoader?

For other entities in the scene I'm using the DiffuseMapMaterial which
gives me good results.

Cheers,
Ola
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Re: [Interest] qtcreator, find scope, and git grep

2016-07-08 Thread Thiago Macieira
On quinta-feira, 7 de julho de 2016 13:34:19 PDT Alan Ezust wrote:
> Playing around with QtCreator 4.0.3, and I noticed I can choose to use
> "git grep" for searching through files if the "Scope:" is set to "Files in
> file system", which is nice.
> 
> But why, if I set the "scope" to 'Project "MyProjectName"', does the "Use
> Git Grep" choice disappear from the form?

Git grep uses git to search files on the filesystem. Project search searches 
only files in the project.

I'd say that Git grep shouldn't be a checkbox, but another entry in the drop-
down list.

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

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Re: [Interest] FLex / Bison and QT4 4.8.1 Win32 interaction

2016-07-08 Thread Michael Sué
Hi,

> Under Windows, I cannot find lex/bison support

In Qt5 you find ready-to-use independent executables in the "gnuwin32\bin" 
directory? They get used while building some Qt5 libraries but should work 
independently as well.

- Michael.


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Re: [Interest] FLex / Bison and QT4 4.8.1 Win32 interaction

2016-07-08 Thread Konstantin Tokarev


08.07.2016, 05:27, "william.croc...@analog.com" :
> On 07/07/2016 08:01 PM, Fabio Giovagnini wrote:
>>  Thanks Frank. So you suggest to build from the sources. I' try. Thanks again
>
> I suggest you just take the weekend and write your own
> parser and lexical analysis, void of Flex and Bison.
> I did and I have never looked back.
>
> :-)

If you advice to reinvent the wheel, it's bad advice. But it makes sense
to know alternatives which may be easier to use or more convenient to work
with. For example, I very much like re2c lexer, it is simple, fast, and
can be used in ad-hoc manner inside regular c++ sources.

>
> Bill
>
>>  Il 07/lug/2016 17:40, "K. Frank" >  > ha scritto:
>>
>>  Ciao Fabio!
>>
>>  On Thu, Jul 7, 2016 at 7:19 AM, Fabio Giovagnini >  > wrote:
>>  > Ciao to all.
>>  > I have an application linux native based on:
>>  > 1) qt4 (4.8.1)
>>  > 3) lex/bison
>>  >
>>  > Under Ubuntu 14.04 and prevoius everithing ok.
>>  >
>>  > Under Windows, I cannot find lex/bison support.
>>  > I have to say that I installed only QT SDK (w/ MinGW support)
>>  > Any suggestion will be really appreciated.
>>
>>  Windows does not come with built-in flex / bison support, nor
>>  does mingw, nor (to the best of my knowledge) does Qt. (This
>>  is true of a lot of unix-world libraries that are nearly universal
>>  on various flavors of unix.)
>>
>>  I would expect (but don't know for a fact) that you could find a
>>  third-party port of flex / bison to windows that you could then
>>  use for your Qt / flex / bison project. In general, you would be
>>  best off if you found a port built with the same compiler as your
>>  Qt project (apparently mingw). One way to insure this would be
>>  to build it yourself. If you're careful and know what your doing
>>  you can sometimes get away with using c libraries compiled with
>>  a different compiler (For example, the ms system calls were not
>>  compile with mingw and you can call into those.), but it's likely to
>>  be more bother trying to mix compilers than compiling something
>>  like flex / bison yourself.
>>
>>  > Thanks
>>  > Fabio
>>
>>  Happy Parsing!
>>
>>  K. Frank
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Re: [Interest] FLex / Bison and QT4 4.8.1 Win32 interaction

2016-07-08 Thread Konstantin Tokarev


08.07.2016, 03:02, "Fabio Giovagnini" :
> Thanks Frank. So you suggest to build from the sources. I' try. Thanks again

You don't need to bother:

http://gnuwin32.sourceforge.net/packages/flex.htm
http://gnuwin32.sourceforge.net/packages/bison.htm

> Il 07/lug/2016 17:40, "K. Frank"  ha scritto:
>> Ciao Fabio!
>>
>> On Thu, Jul 7, 2016 at 7:19 AM, Fabio Giovagnini  wrote:
>>> Ciao to all.
>>> I have an application linux native based on:
>>> 1) qt4 (4.8.1)
>>> 3) lex/bison
>>>
>>> Under Ubuntu 14.04 and prevoius everithing ok.
>>>
>>> Under Windows, I cannot find lex/bison support.
>>> I have to say that I installed only QT SDK (w/ MinGW support)
>>> Any suggestion will be really appreciated.
>>
>> Windows does not come with built-in flex / bison support, nor
>> does mingw, nor (to the best of my knowledge) does Qt.  (This
>> is true of a lot of unix-world libraries that are nearly universal
>> on various flavors of unix.)
>>
>> I would expect (but don't know for a fact) that you could find a
>> third-party port of flex / bison to windows that you could then
>> use for your Qt / flex / bison project.  In general, you would be
>> best off if you found a port built with the same compiler as your
>> Qt project (apparently mingw).  One way to insure this would be
>> to build it yourself.  If you're careful and know what your doing
>> you can sometimes get away with using c libraries compiled with
>> a different compiler (For example, the ms system calls were not
>> compile with mingw and you can call into those.), but it's likely to
>> be more bother trying to mix compilers than compiling something
>> like flex / bison yourself.
>>
>>> Thanks
>>> Fabio
>>
>> Happy Parsing!
>>
>> K. Frank
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