Re: [Interest] Qt3D How to draw 2D-Text always facing the Camera

2018-12-18 Thread david crémoux

You're welcome.

I will most probably have to implement the same feature in a near future 
for the project I'm currently working on.


If making the custom camera is too much complex, there is a more basic 
way but involving more data management (depending on how much 2d text 
entities you have to display):
You still use a specific frame graph branch with a layer filter but with 
an identity camera.
Then you attach all your 2d text entities to your scene root entity and 
you update their transform/position on every camera transform/move.


david

On 19-Dec-18 10:05, Volker Enderlein wrote:

Hi David,

thanks for the answer. I wasn't thinking of that, as my knowledge about 
framegraphs is very limited. But this helps me further.


Cheers Volker

Am 18.12.2018 um 14:53 schrieb david crémoux:

Hello Volker,

I guess you can achieve it with regular QText2DEntity, with a specific 
frame graph branch in your rendering for your 2d text, a layer filter 
and a custom camera (based on your main camera).


david

On 18-Dec-18 14:37, Volker Enderlein wrote:

Hi all,

when building a rather complex Qt3D-Scene I needed some 2D-Text that 
has a 3D position, is always facing the camera, and fixed in size, 
independent of the camera settings.


While looking over the components provided by Qt3D I stumbled across 
Text2DEntity and thought about how it can be tweaked ot fulfill my 
requirements.


As all my requirements can be done inside a shader I thought about 
whether the QText2DMaterial that is used inside the class can be 
replaced by a custom material. But unfortunately the material is not 
accessible from outside.


Text2DEntity can be embedded in another class that applies the camera 
information to it, but is there an easier solution to this problem?


Cheers Volker




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Re: [Interest] Qt3D How to draw 2D-Text always facing the Camera

2018-12-18 Thread Volker Enderlein

Hi David,

thanks for the answer. I wasn't thinking of that, as my knowledge about 
framegraphs is very limited. But this helps me further.


Cheers Volker

Am 18.12.2018 um 14:53 schrieb david crémoux:

Hello Volker,

I guess you can achieve it with regular QText2DEntity, with a specific 
frame graph branch in your rendering for your 2d text, a layer filter 
and a custom camera (based on your main camera).


david

On 18-Dec-18 14:37, Volker Enderlein wrote:

Hi all,

when building a rather complex Qt3D-Scene I needed some 2D-Text that 
has a 3D position, is always facing the camera, and fixed in size, 
independent of the camera settings.


While looking over the components provided by Qt3D I stumbled across 
Text2DEntity and thought about how it can be tweaked ot fulfill my 
requirements.


As all my requirements can be done inside a shader I thought about 
whether the QText2DMaterial that is used inside the class can be 
replaced by a custom material. But unfortunately the material is not 
accessible from outside.


Text2DEntity can be embedded in another class that applies the camera 
information to it, but is there an easier solution to this problem?


Cheers Volker



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Re: [Interest] Segmentation fault on exiting Qt event loop

2018-12-18 Thread Konstantin Shegunov
On Tue, Dec 18, 2018 at 8:25 AM Ramakanth Kesireddy 
wrote:

> Thanks for your mail..Yes did try with valgrind but couldn't detect memory
> issue may be due to the way our app is designed using threading.
> But wondering why it throws segmentation fault if qApp instance is created
> on stack but not on Heap as I understand that it is mandatory to construct
> qApp instance on stack by design.
>

QObject (and QCoreApplication) doesn't impose such a limitation, no, you
can have them in the heap or stack. I'd be really surprised, though, if you
don't get the same segfault at the point of the delete call. If you mean
that you just don't free it up, however, then that's a major code smell.
>From your description I'd hazard a guess that you have a QObject which
outlives the application (probably a global). This is not allowed, and as
Thiago already said you must clean up before the Q*Application's
destructor's run.
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Re: [Interest] Qt 5.9 with Wayland IVI Extension

2018-12-18 Thread Christian Gagneraud
On Wed, 19 Dec 2018 at 00:01, Awadhiya, Vikas  wrote:
>
> Hi All,
> I run a simple Qml application in Wayland IVI Extension (Weston 5.0) with 
> following console commands,
> user@$ layer-add-surfaces 1 10
> QT_WAYLAND_SHELL_INTEGRATION=ivi-shell ./simple –platform wayland
> Then my application become visible but I can’t set its positon or to say 
> can’t reposition window and no matter what x and y value are set in Qml, 
> application always open at (0,0) position.

The client application has no control over where it is placed and what
size it should have, that is the responsibility of the compositor.

> But there is way to position window by ILM console commends, so if size of 
> window 200 x 200 and I want to position it at (50, 50) and surface id of app 
> is 1234, then

What is ILM, what framework are you using, which compositor do you use, ...

> user@$ LayerManagerControl set surface 1234 destination region 50 50 200 200
> By this console commend window will be re-positioned to (50, 50)
> After doing all this things I have few questions,
> 1. Does Qt5.9 supports Wayland IVI extension,

It seems: http://doc.qt.io/qt-5.9/qtwaylandcompositor-index.html

> 2. If Qt support Wayland IVI extension then how to use inbuilt 
> support and in that case window should repositioned according to x and y.

It depends on you compositor, can you give more details, are you using
geenevi, boot2qt or other specialised framework, or are you on your
own implementing a custom system?

> 3. If Qt doesn’t support Wayland IVI extension, then what is Qt IVI ? 
> And In that case what I have to develop to enable ILM interaction through Qt 
> itself rather than using ILM console commends?

IVI, is a dead-simple wayland extension, it allows 2 things:
 - client identification
 - surface resizing.

That's all.

> 4. Or what is correct way of doing Qt programming in Wayland IVI 
> Extension.
>
> These is also a qt official page at 
> https://doc.qt.io/qt-5.11/qtwaylandcompositor-attribution-wayland-ivi-extension-protocol.html
> What this page explains and how to use it?

It just tells you that IVI is not a Qt specific thing, but is supported by Qt.

Chris

PS: you should consider moving to Qt-5.12 if you can.
See http://blog.qt.io/blog/category/wayland/
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Re: [Interest] QFile subclass that does HFS compression?

2018-12-18 Thread Thiago Macieira
On Tuesday, 18 December 2018 12:20:32 PST René J. V. Bertin wrote:
> Thiago Macieira wrote:
> >> HFS compression in QFile would really be Mac-specific, most 3rd-party HFS
> >> drivers for other OSes do not even support the feature.
> > 
> > Then I don't see us supporting this in QFile.
> 
> Of course the feature doesn't have to support only HFS compression. There
> are apparently at least two other filesystems on the two other main
> platforms that support user-control over compression of individual files.
> It would probably make sense to expose that via a QFile option.

Transparent compression support is a fine addition. That is, we write 
uncompressed, get uncompressed back and completely wash our hands of how the 
FS actually stores those bytes.

Having to write compressed data and getting uncompressed back is too 
specialised a case. You can do this yourself for the few cases and OSes/FSes 
where that is supported. Just get the file descriptor from QFile, do the 
ioctl/fcntl/whatever that turns the feature on and write the correct byte 
stream.

> The question is more how feasible it is to integrate a compression engine of
> the type I outlined above (chunked zip) into QFile.

I don't want it.

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Re: [Interest] Qt3D How to draw 2D-Text always facing the Camera

2018-12-18 Thread Jason H
I don't know anything about Qt3D, but in 3D parlance, they are called "sprites"

https://www.kdab.com/new-in-qt-5-10-texture-based-animations-in-qt-3d/
https://doc.qt.io/qt-5.11/qt3dextras-qspritesheet.html


> Sent: Tuesday, December 18, 2018 at 6:37 AM
> From: "Volker Enderlein" 
> To: interest@qt-project.org
> Subject: [Interest] Qt3D How to draw 2D-Text always facing the Camera
>
> Hi all,
> 
> when building a rather complex Qt3D-Scene I needed some 2D-Text that has 
> a 3D position, is always facing the camera, and fixed in size, 
> independent of the camera settings.
> 
> While looking over the components provided by Qt3D I stumbled across 
> Text2DEntity and thought about how it can be tweaked ot fulfill my 
> requirements.
> 
> As all my requirements can be done inside a shader I thought about 
> whether the QText2DMaterial that is used inside the class can be 
> replaced by a custom material. But unfortunately the material is not 
> accessible from outside.
> 
> Text2DEntity can be embedded in another class that applies the camera 
> information to it, but is there an easier solution to this problem?
> 
> Cheers Volker
> 
> -- 
> 
> ___
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[Interest] QAbstractVideoFilter::run() and BottomToTop Video

2018-12-18 Thread Jason H
I'm using QVideoFrame QVideoFilterRunnable::run(QVideoFrame *input, const 
QVideoSurfaceFormat , RunFlags  /*flags*/)
However the video coming from an MP4 file is set as 
surfaceFormat.scanLineDirection() == BottomToTop.
When I do analysis, I do it on a QImage. I have enough information that I can 
call mirrored() accordingly and generate an image that matches the frame. 
However if I alter that frame, and want to supply it down the filter line, I 
have to do my alterations, then re-flip then set it back as a QVideoFrame. This 
wastes a lot of time.

I feel a few things should be possible:
1. I can access QVideoFrame pixel data as if it were an image (QImage::pixel()) 
(Given some pixelFormat limitations, like ARGB and not classic (YUV) video 
formats)
2. I should be able to modify surfaceFormat and 
setScanLineDirection(TopToBottom) and feed in my TopToBottom image to 
QVideoFrame as no more unflipping required.  Currently if I unflip then feed 
that, BottomToTop stays (surfaceFormat is const!) 
3. Both QImage and QVideoFrame should be able to use a implicitly shared pixel 
data implementation, to make zero-copy a thing. 
4. QPainter should be able to use QVideoFrames (again, given some pixelFormat 
limitations)

Generally when I'm this off in the weeds, I'm doing something wrong. So is 
there a better way to do this? My frame processing is already taking 55ms 
(18fps), so adding unneeded flipping, back-flipping then who knows what the 
other steps of the pipeline take in terms of MS, which further reduce the 
framerate.


Any suggestions?
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Re: [Interest] need a QT 5.12.0 MinGW 32bit release for windows in all the upcoming QT versions

2018-12-18 Thread Nikos Chantziaras

On 18/12/2018 13:56, Kai Koehne wrote:

Building Qt with a recent MinGW 32 bit toolchain yourself should still work 
though.


Is the toolchain installed by the Qt Online Installer 32-bit capable? Or 
do we have to set up another one?


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Re: [Interest] Qt3D How to draw 2D-Text always facing the Camera

2018-12-18 Thread Philip Schuchardt
If you rendering in QtQuick you can use a Text{} item and project it's
position into screen space.

On Tue, Dec 18, 2018 at 10:46 AM Volker Enderlein <
volker.enderl...@ifm-chemnitz.de> wrote:

> Hi Oleg,
>
> thank you so much for your comment. I saw your entry in the bug tracker
> and therefore I tried to go the way with the custom material.
> Unfortunately I cannot access the underlying material definition of the
> utility classes that are used to render the text in Text2DEntity. As
> they are all private and not exported from Qt DLLs I would need to copy
> them, but that's something I would really try to avoid. The custom
> material part was straight forward, based on your bug report and on a
> previous implementation of a specialized material definition.
> But now I'm stuck with the missing access.
>
> Cheers Volker
>
> Am 18.12.2018 um 13:38 schrieb Oleg Evseev:
> > Hi Volker,
> >
> > Yes, you have to add custom material because
> > Qt3DRender::QShaderProgram s of default materials are inside private
> > class, so you can't change shaders' code source.
> >
> > Take a look at https://codereview.qt-project.org/#/c/182053/ (that was
> > for including in qt 3d, but you could easily use it as custom material
> > in your own app) and adopt it accordingly to Text2DMaterial.
> >
> > ---
> > With regards, Oleg
> >
> > вт, 18 дек. 2018 г. в 15:07, Volker Enderlein
> >  > >:
> >
> > Hi all,
> >
> > when building a rather complex Qt3D-Scene I needed some 2D-Text
> > that has
> > a 3D position, is always facing the camera, and fixed in size,
> > independent of the camera settings.
> >
> > While looking over the components provided by Qt3D I stumbled across
> > Text2DEntity and thought about how it can be tweaked ot fulfill my
> > requirements.
> >
> > As all my requirements can be done inside a shader I thought about
> > whether the QText2DMaterial that is used inside the class can be
> > replaced by a custom material. But unfortunately the material is not
> > accessible from outside.
> >
> > Text2DEntity can be embedded in another class that applies the camera
> > information to it, but is there an easier solution to this problem?
> >
> > Cheers Volker
> >
> > --
> >
> > ___
> > Interest mailing list
> > Interest@qt-project.org 
> > https://lists.qt-project.org/listinfo/interest
> >
>
> --
>
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Re: [Interest] QFile subclass that does HFS compression?

2018-12-18 Thread René J . V . Bertin
Thiago Macieira wrote:

>> HFS compression in QFile would really be Mac-specific, most 3rd-party HFS
>> drivers for other OSes do not even support the feature.
> 
> Then I don't see us supporting this in QFile.

Of course the feature doesn't have to support only HFS compression. There are 
apparently at least two other filesystems on the two other main platforms that 
support user-control over compression of individual files. It would probably 
make 
sense to expose that via a QFile option.

The question is more how feasible it is to integrate a compression engine of 
the 
type I outlined above (chunked zip) into QFile.

R

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Re: [Interest] need a QT 5.12.0 MinGW 32bit release for windows in all the upcoming QT versions

2018-12-18 Thread Henry Skoglund

On 2018-12-18 17:34, Frank Hemer wrote:

Indeed - working in medical IT this is the major issue for me.

Frank

On Tuesday, 18 December 2018 17:28:05 CET Thiago Macieira wrote:

On Tuesday, 18 December 2018 03:56:47 PST Kai Koehne wrote:

Anyhow, we don't want to maintain two different MinGW builds; there was
quite some popular demand for 64 bits (see e.g.
https://bugreports.qt.io/browse/QTBUG-35288), so we switched to 64 bit in
Qt 5.12. I don't see us switching back until there's clear evidence that
the majority would prefer 32 bit.


I think the point is not to switch, but to provide an additional build. I'm
going to guess the requestors' argument is going to be that they still need
to ship 32-bit applications for Windows, since they still have users with
32-bit Windows, despite running on a 64-bit CPU.




Also, if you look in 5.12's Maintenance Tool and the available 
components for Windows, MinGW has one (1) and UWP has six (6) choices.


Now about UWP. earlier this year Microsoft's Office Team ditched their 
UWP flavor of MS Office and now the Edge team has done the same (since 
Chromium will never be an UWP app). I bet you a beer with anyone having 
access to the download numbers of those 6 different UWP Qt 5.12 
components, that the # of downloads for them has steadily decreased all 
of this year. Most likely UWP is heading to the same place in the sky 
where Silverlight etc. are. So I mean if the # of component slots in 
Maintenance Tool is a limiting factor, consider tossing the 3 MSVC-2015 
UWP ones to make room for the MinGW 32-bit one.


Rgrds Henry

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[Interest] [Qt3D][Android] Weird different performance on almost same class GPUs

2018-12-18 Thread Oleg Evseev
Hi all,

I have two phones:
Qualcomm Snapdragon 400 MSM8928, GPU Adreno 305, OpenGL ES 3.0, RAM 1Gb
Qualcomm APQ8064 Snapdragon S4 Pro, GPU Adreno 320, OpenGL ES 3.0, RAM 2Gb

And one tablet:
MediaTek MT8735, GPU Mali-T720 (1 core), OpenGL ES 3.1, 1280x800, Android
8.1, RAM 2Gb

According to internet Adreno 305 and Mali-T720 have close performance.
I run several 3d benchmarks and Mali-T720 (tablet) show better results than
Adreno 305.

Benchmarks of CPU MT8735 is twice better than  Snapdragon 400.

But my qt application with Scene3D on tablet works much slower than on
these phones.
3D scene is no so complex - just a skybox, 3d model, several lines and
simple "ground".

tablet FPS vs phone (any, they are quite simple) FPS:

When camera far from model (far from it)
60 vs 50+ ( Adreno 305) (40+  FPS on Adreno 320)
Making camera very close to model drop down fps to:
18-25 vs  ~45

Enabling anti-aliasing (Scene3D multisample: enable) dramatically slows
down tablet. Multisampling has almost no effect on phones.
8-10 vs  ~40 (camera is close to model )

Without 3dmodel and other stuff only skybox almost same result on tablet:
60+ FPS without and ~25 FPS with multisampling.

Working with Qt 5.9.5. I've tested Qt 5.12 - same result.

Thanks in advance for any help or tips what to check.

---
With regards, Oleg.
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Re: [Interest] need a QT 5.12.0 MinGW 32bit release for windows in all the upcoming QT versions

2018-12-18 Thread Frank Hemer
Indeed - working in medical IT this is the major issue for me.

Frank

On Tuesday, 18 December 2018 17:28:05 CET Thiago Macieira wrote:
> On Tuesday, 18 December 2018 03:56:47 PST Kai Koehne wrote:
> > Anyhow, we don't want to maintain two different MinGW builds; there was
> > quite some popular demand for 64 bits (see e.g.
> > https://bugreports.qt.io/browse/QTBUG-35288), so we switched to 64 bit in
> > Qt 5.12. I don't see us switching back until there's clear evidence that
> > the majority would prefer 32 bit.
> 
> I think the point is not to switch, but to provide an additional build. I'm
> going to guess the requestors' argument is going to be that they still need
> to ship 32-bit applications for Windows, since they still have users with
> 32-bit Windows, despite running on a 64-bit CPU.


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Re: [Interest] QtOpcUa 5.12.0 build

2018-12-18 Thread Thiago Macieira
On Tuesday, 18 December 2018 06:39:16 PST AGAYEV, LEVON wrote:
> After I call qmake I should have an output like :
> 
> 
> 
> Open62541……..yes
> 
> 
> 
> But I got ‘no’.

Take a look at the config.log file.

-- 
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  Software Architect - Intel Open Source Technology Center
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Re: [Interest] need a QT 5.12.0 MinGW 32bit release for windows in all the upcoming QT versions

2018-12-18 Thread Thiago Macieira
On Tuesday, 18 December 2018 03:56:47 PST Kai Koehne wrote:
> Anyhow, we don't want to maintain two different MinGW builds; there was
> quite some popular demand for 64 bits (see e.g.
> https://bugreports.qt.io/browse/QTBUG-35288), so we switched to 64 bit in
> Qt 5.12. I don't see us switching back until there's clear evidence that
> the majority would prefer 32 bit.

I think the point is not to switch, but to provide an additional build. I'm 
going to guess the requestors' argument is going to be that they still need to 
ship 32-bit applications for Windows, since they still have users with 32-bit 
Windows, despite running on a 64-bit CPU.

-- 
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  Software Architect - Intel Open Source Technology Center



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[Interest] QtOpcUa 5.12.0 build

2018-12-18 Thread AGAYEV, LEVON
Hello,

I’m trying to build QtOpcUa 5.12

*(with qtopcua5.11 i have no issues)*



Platform : Windows

Qt : Qt 5.12.0

Compiler : Mingw 62bit

QtOpcUa backend : Open62541



After I call qmake I should have an output like :



Open62541……..yes



But I got ‘no’.



The exact same qmake command works as expected with QtOpcUa 5.11 as i said


Is there new settings to use with qmake to build QtOpcUa ?


_

*git checkout v5.11.0*
qmake c:\users\lev\Documents\LIB\qtopcua --
OPEN62541_PREFIX=c:\users\lev\document
s\lib\open62541
OPEN62541_INCDIR=c:\users\lev\documents\lib\open62541\build
OPEN62541_LIBDIR=c:\users\lev\documents\lib\open62541\bu
ild\bin

Qt Opcua:
  Open62541 .. yes
  Unified Automation C++ SDK . no
  Namespace 0 NodeIds generator .. no

*git checkout v5.12.0*
qmake [same thing]

Qt Opcua:
  Open62541 .. no
  Unified Automation C++ SDK . no
  Namespace 0 NodeIds generator .. no



Thank you in advance!

Levon
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Re: [Interest] Qt3D How to draw 2D-Text always facing the Camera

2018-12-18 Thread Volker Enderlein

Hi Oleg,

thank you so much for your comment. I saw your entry in the bug tracker 
and therefore I tried to go the way with the custom material. 
Unfortunately I cannot access the underlying material definition of the 
utility classes that are used to render the text in Text2DEntity. As 
they are all private and not exported from Qt DLLs I would need to copy 
them, but that's something I would really try to avoid. The custom 
material part was straight forward, based on your bug report and on a 
previous implementation of a specialized material definition.

But now I'm stuck with the missing access.

Cheers Volker

Am 18.12.2018 um 13:38 schrieb Oleg Evseev:

Hi Volker,

Yes, you have to add custom material because 
Qt3DRender::QShaderProgram s of default materials are inside private 
class, so you can't change shaders' code source.


Take a look at https://codereview.qt-project.org/#/c/182053/ (that was 
for including in qt 3d, but you could easily use it as custom material 
in your own app) and adopt it accordingly to Text2DMaterial.


---
With regards, Oleg

вт, 18 дек. 2018 г. в 15:07, Volker Enderlein 
>:


Hi all,

when building a rather complex Qt3D-Scene I needed some 2D-Text
that has
a 3D position, is always facing the camera, and fixed in size,
independent of the camera settings.

While looking over the components provided by Qt3D I stumbled across
Text2DEntity and thought about how it can be tweaked ot fulfill my
requirements.

As all my requirements can be done inside a shader I thought about
whether the QText2DMaterial that is used inside the class can be
replaced by a custom material. But unfortunately the material is not
accessible from outside.

Text2DEntity can be embedded in another class that applies the camera
information to it, but is there an easier solution to this problem?

Cheers Volker

-- 


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Re: [Interest] Qt3D How to draw 2D-Text always facing the Camera

2018-12-18 Thread david crémoux

Hello Volker,

I guess you can achieve it with regular QText2DEntity, with a specific 
frame graph branch in your rendering for your 2d text, a layer filter 
and a custom camera (based on your main camera).


david

On 18-Dec-18 14:37, Volker Enderlein wrote:

Hi all,

when building a rather complex Qt3D-Scene I needed some 2D-Text that has 
a 3D position, is always facing the camera, and fixed in size, 
independent of the camera settings.


While looking over the components provided by Qt3D I stumbled across 
Text2DEntity and thought about how it can be tweaked ot fulfill my 
requirements.


As all my requirements can be done inside a shader I thought about 
whether the QText2DMaterial that is used inside the class can be 
replaced by a custom material. But unfortunately the material is not 
accessible from outside.


Text2DEntity can be embedded in another class that applies the camera 
information to it, but is there an easier solution to this problem?


Cheers Volker


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Re: [Interest] Interest Digest, Vol 87, Issue 24

2018-12-18 Thread Roland Hughes

QML is __NOT__ modern.

On 12/18/2018 4:00 AM, interest-requ...@qt-project.org wrote:

+1


On 17 Dec 2018, at 16:44, Fabrice Salvaire  wrote:

Dear Qt users,

Is there people around who needed to hack QQuickTextNode private API ? IMHO it 
restricts strongly the possibility to develop modern custom QML items.


--
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Logikal Solutions
(630) 205-1593

http://www.theminimumyouneedtoknow.com
http://www.infiniteexposure.net
http://www.johnsmith-book.com
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Re: [Interest] Segmentation fault on exiting Qt event loop

2018-12-18 Thread Nikos Chantziaras

On 18/12/2018 08:14, Ramakanth Kesireddy wrote:
as I understand that it is mandatory to 
construct qApp instance on stack by design.


No, that's not true. You can create it on the heap. Usually there's no 
need to and most people have it on the stack, but since you can't find 
where the bug is, there's nothing wrong with creating it on the heap 
instead.


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[Interest] Using NV extensions with qt3d

2018-12-18 Thread Höller Johannes
Hello,
within our project it crucial to use Buffers with NV extensions 
(NV_shader_buffer_load, NV_bindless_texture).
Since buffers have to be created within the render Thread, it is necessary to 
extend the renderAspect.

I am not sure if this is the right way to go, has anyone other suggestions?

Thanks
Johannes

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Re: [Interest] Android NDK with clang for 5.12.0?

2018-12-18 Thread Filip Piechocki
Didn;t even know that QtCreator can detect NDK and so on as it is
quite simple to add proper Clang and its -target switch (look at
qmake.conf in android-clang mkspec) together with Qt for Android built
with this clang and setup new Kit. It works :)

BR
Filip

On Tue, Dec 18, 2018 at 1:54 PM René Hansen  wrote:
>
> I think I'd run into one of those spurious QtCreator flakes, so I just nuked 
> everything; all settings etc. and started over. It seems to correctly detect 
> the NDK now.
>
> Thanks again,
>
> /René
>
> On Tue, 18 Dec 2018 at 12:34 ekke  wrote:
>>
>> Hi René,
>>
>> Android NDK r18b should work with Qt 5.12.0 and detect clang.
>> (on macOS 10.13.6)
>> Build / Target SDK 28
>>
>> ekke
>>
>> Am 18.12.18 um 12:08 schrieb René Hansen:
>>
>> Hi all,
>>
>>
>> So I'm finally trying to make the jump from 5.11 to 5.12 and also upgrade 
>> from ndk r10e, but I've yet to get the setup correct.
>>
>> This says to just use the "latest" with android-clang toolchain, but not 
>> much else.
>>
>> http://doc.qt.io/qt-5/android-getting-started.html
>>
>> However, just updating Android NDK Location, to point to e.g. r16b doesn't 
>> seem to work. I keep getting:
>>
>> "No compiler can produce code for this Qt version. Please define one or more 
>> compilers for:"
>>
>> I've tried r18b as well.
>>
>> Has anyone else successfully gotten this to work?
>>
>>
>> /René
>>
>> ___
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>> https://lists.qt-project.org/listinfo/interest
>>
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>> https://lists.qt-project.org/listinfo/interest
>
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Re: [Interest] Qt3D How to draw 2D-Text always facing the Camera

2018-12-18 Thread Oleg Evseev
Hi Volker,

Yes, you have to add custom material because Qt3DRender::QShaderProgram s
of default materials are inside private class, so you can't change shaders'
code source.

Take a look at https://codereview.qt-project.org/#/c/182053/ (that was for
including in qt 3d, but you could easily use it as custom material in your
own app) and adopt it accordingly to Text2DMaterial.

---
With regards, Oleg

вт, 18 дек. 2018 г. в 15:07, Volker Enderlein <
volker.enderl...@ifm-chemnitz.de>:

> Hi all,
>
> when building a rather complex Qt3D-Scene I needed some 2D-Text that has
> a 3D position, is always facing the camera, and fixed in size,
> independent of the camera settings.
>
> While looking over the components provided by Qt3D I stumbled across
> Text2DEntity and thought about how it can be tweaked ot fulfill my
> requirements.
>
> As all my requirements can be done inside a shader I thought about
> whether the QText2DMaterial that is used inside the class can be
> replaced by a custom material. But unfortunately the material is not
> accessible from outside.
>
> Text2DEntity can be embedded in another class that applies the camera
> information to it, but is there an easier solution to this problem?
>
> Cheers Volker
>
> --
>
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Re: [Interest] Android NDK with clang for 5.12.0?

2018-12-18 Thread Markus Maier
Hi,

which Qt Creator version are you using? The QtC 4.8 release is the first
that can detect the clang toolchain in NDK 18b, and this works fine for me
with prebuilt Qt 5.12 armv7 which was built with clang.

Best regards
Markus

Am Di., 18. Dez. 2018 um 12:54 Uhr schrieb Filip Piechocki <
fpiecho...@gmail.com>:

> Hi,
> Yes, we are building Qt 5.12.0 and 5.11.2 with android-clang with NDK
> installed via Android SDK (or Android Studio) so the location is
> /opt/Android/ndk-bundle. Here is my configure line from building Qt
> 5.12.0-rc:
> ./configure -opensource -confirm-license -prefix
> /opt/qt/5.12-rc-android-clang -xplatform android-clang -make libs
> -android-sdk /opt/Android -android-ndk /opt/Android/ndk-bundle
> -android-ndk-host linux-x86_64 -android-toolchain-version 4.9
> -android-arch armeabi-v7a -android-ndk-platform android-24
>
> BR,
> Filip
>
> On Tue, Dec 18, 2018 at 12:23 PM René Hansen  wrote:
> >
> > Hi all,
> >
> >
> > So I'm finally trying to make the jump from 5.11 to 5.12 and also
> upgrade from ndk r10e, but I've yet to get the setup correct.
> >
> > This says to just use the "latest" with android-clang toolchain, but not
> much else.
> >
> > http://doc.qt.io/qt-5/android-getting-started.html
> >
> > However, just updating Android NDK Location, to point to e.g. r16b
> doesn't seem to work. I keep getting:
> >
> > "No compiler can produce code for this Qt version. Please define one or
> more compilers for:"
> >
> > I've tried r18b as well.
> >
> > Has anyone else successfully gotten this to work?
> >
> >
> > /René
> > ___
> > Interest mailing list
> > Interest@qt-project.org
> > https://lists.qt-project.org/listinfo/interest
> ___
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> https://lists.qt-project.org/listinfo/interest
>
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Re: [Interest] Android NDK with clang for 5.12.0?

2018-12-18 Thread Filip Piechocki
Oops, forgot to mention that we are using NDK 18

On Tue, Dec 18, 2018 at 12:29 PM Filip Piechocki  wrote:
>
> Hi,
> Yes, we are building Qt 5.12.0 and 5.11.2 with android-clang with NDK
> installed via Android SDK (or Android Studio) so the location is
> /opt/Android/ndk-bundle. Here is my configure line from building Qt
> 5.12.0-rc:
> ./configure -opensource -confirm-license -prefix
> /opt/qt/5.12-rc-android-clang -xplatform android-clang -make libs
> -android-sdk /opt/Android -android-ndk /opt/Android/ndk-bundle
> -android-ndk-host linux-x86_64 -android-toolchain-version 4.9
> -android-arch armeabi-v7a -android-ndk-platform android-24
>
> BR,
> Filip
>
> On Tue, Dec 18, 2018 at 12:23 PM René Hansen  wrote:
> >
> > Hi all,
> >
> >
> > So I'm finally trying to make the jump from 5.11 to 5.12 and also upgrade 
> > from ndk r10e, but I've yet to get the setup correct.
> >
> > This says to just use the "latest" with android-clang toolchain, but not 
> > much else.
> >
> > http://doc.qt.io/qt-5/android-getting-started.html
> >
> > However, just updating Android NDK Location, to point to e.g. r16b doesn't 
> > seem to work. I keep getting:
> >
> > "No compiler can produce code for this Qt version. Please define one or 
> > more compilers for:"
> >
> > I've tried r18b as well.
> >
> > Has anyone else successfully gotten this to work?
> >
> >
> > /René
> > ___
> > Interest mailing list
> > Interest@qt-project.org
> > https://lists.qt-project.org/listinfo/interest
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Re: [Interest] Android NDK with clang for 5.12.0?

2018-12-18 Thread René Hansen
I think I'd run into one of those spurious QtCreator flakes, so I just
nuked everything; all settings etc. and started over. It seems to correctly
detect the NDK now.

Thanks again,

/René

On Tue, 18 Dec 2018 at 12:34 ekke  wrote:

> Hi René,
>
> Android NDK r18b should work with Qt 5.12.0 and detect clang.
> (on macOS 10.13.6)
> Build / Target SDK 28
>
> ekke
>
> Am 18.12.18 um 12:08 schrieb René Hansen:
>
> Hi all,
>
>
> So I'm finally trying to make the jump from 5.11 to 5.12 and also upgrade
> from ndk r10e, but I've yet to get the setup correct.
>
> This says to just use the "latest" with android-clang toolchain, but not
> much else.
>
> http://doc.qt.io/qt-5/android-getting-started.html
>
> However, just updating Android NDK Location, to point to e.g. r16b doesn't
> seem to work. I keep getting:
>
> "*No compiler can produce code for this Qt version. Please define one or
> more compilers for:*"
>
> I've tried r18b as well.
>
> Has anyone else successfully gotten this to work?
>
>
> /René
>
> ___
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> listInterest@qt-project.orghttps://lists.qt-project.org/listinfo/interest
>
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Re: [Interest] need a QT 5.12.0 MinGW 32bit release for windows in all the upcoming QT versions

2018-12-18 Thread Kai Koehne
Hi,

If you want to be heard please create a suggestion on bugreports.qt-project.org 
. interest@qt-project.org isn't necessarily read by all relevant people.

Anyhow, we don't want to maintain two different MinGW builds; there was quite 
some popular demand for 64 bits (see e.g. 
https://bugreports.qt.io/browse/QTBUG-35288), so we switched to 64 bit in Qt 
5.12. I don't see us switching back until there's clear evidence that the 
majority would prefer 32 bit.

Building Qt with a recent MinGW 32 bit toolchain yourself should still work 
though.

Regards

Kai

> -Original Message-
> From: Interest  On Behalf Of Till Oliver 
> Knoll
> Sent: Tuesday, December 18, 2018 10:46 AM
> To: André Hartmann 
> Cc: interest@qt-project.org
> Subject: Re: [Interest] need a QT 5.12.0 MinGW 32bit release for windows in 
> all
> the upcoming QT versions
> 
> +1
> 
> > Am 17.12.2018 um 13:30 schrieb André Hartmann  hv.de>:
> >
> > +1
> >
> >> Am 17.12.18 um 12:44 schrieb Frank Hemer:
> >> +1
> >>> On Monday, 17 December 2018 08:11:34 CET Amr Kamal wrote:
> >>>  Hello,
> >>>
> >>> when Downloading the last version of QT 5.12.0 it only provides
> >>> MinGW 64bit for windows  which makes some problem with previous
> >>> projects that used 32bit version especially if there is any kind of
> >>> third-party library, at the same time the need of using one updated
> >>> version from QT, because of that the only solution now, is to
> >>> compile it with MinGW 32bit which takes a very long time, need a lot
> >>> of dependencies, and most of the users can't do this, or using old 
> >>> versions
> of QT.
> >>>
> >>> so please consider this suggestion in the next version, as it's very
> >>> needed one it's great to have a 64bit version but 32 is very good
> >>> working on all platforms.
> >>>
> >>> Thank you very much.
> >> ___
> >> Interest mailing list
> >> Interest@qt-project.org
> >> https://lists.qt-project.org/listinfo/interest
> >
> > ___
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> > Interest@qt-project.org
> > https://lists.qt-project.org/listinfo/interest
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[Interest] Qt3D How to draw 2D-Text always facing the Camera

2018-12-18 Thread Volker Enderlein

Hi all,

when building a rather complex Qt3D-Scene I needed some 2D-Text that has 
a 3D position, is always facing the camera, and fixed in size, 
independent of the camera settings.


While looking over the components provided by Qt3D I stumbled across 
Text2DEntity and thought about how it can be tweaked ot fulfill my 
requirements.


As all my requirements can be done inside a shader I thought about 
whether the QText2DMaterial that is used inside the class can be 
replaced by a custom material. But unfortunately the material is not 
accessible from outside.


Text2DEntity can be embedded in another class that applies the camera 
information to it, but is there an easier solution to this problem?


Cheers Volker

--

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Re: [Interest] Android NDK with clang for 5.12.0?

2018-12-18 Thread Filip Piechocki
Hi,
Yes, we are building Qt 5.12.0 and 5.11.2 with android-clang with NDK
installed via Android SDK (or Android Studio) so the location is
/opt/Android/ndk-bundle. Here is my configure line from building Qt
5.12.0-rc:
./configure -opensource -confirm-license -prefix
/opt/qt/5.12-rc-android-clang -xplatform android-clang -make libs
-android-sdk /opt/Android -android-ndk /opt/Android/ndk-bundle
-android-ndk-host linux-x86_64 -android-toolchain-version 4.9
-android-arch armeabi-v7a -android-ndk-platform android-24

BR,
Filip

On Tue, Dec 18, 2018 at 12:23 PM René Hansen  wrote:
>
> Hi all,
>
>
> So I'm finally trying to make the jump from 5.11 to 5.12 and also upgrade 
> from ndk r10e, but I've yet to get the setup correct.
>
> This says to just use the "latest" with android-clang toolchain, but not much 
> else.
>
> http://doc.qt.io/qt-5/android-getting-started.html
>
> However, just updating Android NDK Location, to point to e.g. r16b doesn't 
> seem to work. I keep getting:
>
> "No compiler can produce code for this Qt version. Please define one or more 
> compilers for:"
>
> I've tried r18b as well.
>
> Has anyone else successfully gotten this to work?
>
>
> /René
> ___
> Interest mailing list
> Interest@qt-project.org
> https://lists.qt-project.org/listinfo/interest
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Re: [Interest] Android NDK with clang for 5.12.0?

2018-12-18 Thread ekke
Hi René,

Android NDK r18b should work with Qt 5.12.0 and detect clang.
(on macOS 10.13.6)
Build / Target SDK 28

ekke

Am 18.12.18 um 12:08 schrieb René Hansen:
> Hi all,
>
>
> So I'm finally trying to make the jump from 5.11 to 5.12 and also
> upgrade from ndk r10e, but I've yet to get the setup correct.
>
> This says to just use the "latest" with android-clang toolchain, but
> not much else.
>
> http://doc.qt.io/qt-5/android-getting-started.html
>
> However, just updating Android NDK Location, to point to e.g. r16b
> doesn't seem to work. I keep getting:
>
> "*No compiler can produce code for this Qt version. Please define one
> or more compilers for:*"
>
> I've tried r18b as well.
>
> Has anyone else successfully gotten this to work?
>
>
> /René
>
> ___
> Interest mailing list
> Interest@qt-project.org
> https://lists.qt-project.org/listinfo/interest



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[Interest] Android NDK with clang for 5.12.0?

2018-12-18 Thread René Hansen
Hi all,


So I'm finally trying to make the jump from 5.11 to 5.12 and also upgrade
from ndk r10e, but I've yet to get the setup correct.

This says to just use the "latest" with android-clang toolchain, but not
much else.

http://doc.qt.io/qt-5/android-getting-started.html

However, just updating Android NDK Location, to point to e.g. r16b doesn't
seem to work. I keep getting:

"*No compiler can produce code for this Qt version. Please define one or
more compilers for:*"

I've tried r18b as well.

Has anyone else successfully gotten this to work?


/René
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[Interest] Qt 5.9 with Wayland IVI Extension

2018-12-18 Thread Awadhiya, Vikas
Hi All,

I run a simple Qml application in Wayland IVI Extension (Weston 5.0) with 
following console commands,

user@$ layer-add-surfaces 1 10
QT_WAYLAND_SHELL_INTEGRATION=ivi-shell ./simple -platform wayland

Then my application become visible but I can't set its positon or to say can't 
reposition window and no matter what x and y value are set in Qml, application 
always open at (0,0) position.
But there is way to position window by ILM console commends, so if size of 
window 200 x 200 and I want to position it at (50, 50) and surface id of app is 
1234, then

user@$ LayerManagerControl set surface 1234 destination region 50 50 200 200

By this console commend window will be re-positioned to (50, 50)

After doing all this things I have few questions,

1. Does Qt5.9 supports Wayland IVI extension,
2. If Qt support Wayland IVI extension then how to use inbuilt support 
and in that case window should repositioned according to x and y.
3. If Qt doesn't support Wayland IVI extension, then what is Qt IVI ? 
And In that case what I have to develop to enable ILM interaction through Qt 
itself rather than using ILM console commends?
4. Or what is correct way of doing Qt programming in Wayland IVI 
Extension.

These is also a qt official page at 
https://doc.qt.io/qt-5.11/qtwaylandcompositor-attribution-wayland-ivi-extension-protocol.html
What this page explains and how to use it?


Thanks,
Vikas Awadhiya

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Re: [Interest] need a QT 5.12.0 MinGW 32bit release for windows in all the upcoming QT versions

2018-12-18 Thread Till Oliver Knoll
+1

> Am 17.12.2018 um 13:30 schrieb André Hartmann :
> 
> +1
> 
>> Am 17.12.18 um 12:44 schrieb Frank Hemer:
>> +1
>>> On Monday, 17 December 2018 08:11:34 CET Amr Kamal wrote:
>>>  Hello,
>>> 
>>> when Downloading the last version of QT 5.12.0 it only provides MinGW 64bit
>>> for windows  which makes some problem with previous projects that used
>>> 32bit version especially if there is any kind of third-party library, at
>>> the same time the need of using one updated version from QT, because of
>>> that the only solution now, is to compile it with MinGW 32bit which takes a
>>> very long time, need a lot of dependencies, and most of the users can't do
>>> this, or using old versions of QT.
>>> 
>>> so please consider this suggestion in the next version, as it's very needed
>>> one it's great to have a 64bit version but 32 is very good working on all
>>> platforms.
>>> 
>>> Thank you very much.
>> ___
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> 
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