com>:
> Em sexta-feira, 2 de setembro de 2016, às 19:40:49 CEST, Émeric MASCHINO
> escreveu:
>> No, nmake doesn't work either.
>>
>> The failing component is QtWebEngine
>
> Then stop compiling qtwebengine. Your problem was in qtmultimedia.
>
> --
> Thi
no such uiviewsettingsinterop.h file extracted
from the latest qt-everywhere-opensource-src-5.8.0-alpha.zip archive.
Émeric
2016-09-02 17:40 GMT+02:00 Thiago Macieira <thiago.macie...@intel.com>:
> Em sexta-feira, 2 de setembro de 2016, às 13:16:34 CEST, Émeric MASCHINO
> escre
"Fortunately", same problem with nmake.
Émeric
2016-09-02 13:16 GMT+02:00 Émeric MASCHINO <emeric.masch...@gmail.com>:
> So I started everything from scratch on a clean PC this morning using
> the Qt 5.8.0-alpha source just released yesterday. I ensured
> th
:\qt\qt-everywhere-opensource-src-5.8.0-alpha\qtwebengine\src\3rdparty\chromium\base\win\win_util.cc
/Foobj\src\3rdparty\chromium\base\win\base.win_util.obj
/Fdobj\src\3rdparty\chromium\base\base.cc.pdb
Should I try with nmake?
Émeric
2016-09-01 22:14 GMT+02:00 Émeric MASCHINO <emeric.ma
meric
[1] https://github.com/alpqr/qtvulkan
2016-08-17 22:16 GMT+02:00 Thiago Macieira <thiago.macie...@intel.com>:
> On terça-feira, 16 de agosto de 2016 17:41:27 PDT Émeric MASCHINO wrote:
>> Hi,
>>
>> Does anybody had success building Qt 5.8.0-alpha latest snapshot [1]
creation of an EGL context). BTW, I'm running
NVIDIA hardware.
Émeric
[1] http://pablo.khronos.org/
[2]
http://developer.amd.com/tools-and-sdks/graphics-development/amd-opengl-es-sdk/
2016-08-16 17:41 GMT+02:00 Émeric MASCHINO <emeric.masch...@gmail.com>:
> Hi,
>
> Does anyb
Hi,
Does anybody had success building Qt 5.8.0-alpha latest snapshot [1] on Windows?
Following advice in [2], I've configured my build with:
c:\qt\qt5.8.0\configure -opengl dynamic
However, I'm getting compilation errors in various modules because of
missing EGL/egl.h header, such as:
Hi,
2016-07-01 17:37 GMT+02:00 Sean Harmer :
> Hi,
> Frustum culling is simple once you have the bounding volumes for entities and
> the planes forming the view frustum. These are computed elsewhere to where the
> culling is actually performed. The culling is currently
Hi,
I don't understand how frustum culling works with Qt3D (Qt 5.7 as time
of writing).
From QFrustumCulling documentation [1]: "If present, only tries to
draw entities that are in the view of the camera. The camera is
selected by a QCameraSelector frame graph node in the current
hierarchy."
Hi,
In classical scenegraph approach, the path to a node gives the
relationships between the nodes. For example, the following path root
-> transform -> mesh means that the mesh node will be applied the
transform given by the transform node. The scenegraph's root is the
parent of the transform
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