> > This graph concept might be a good usecase for a more complex example down 
> > the line though.. I'll keep it in mind and maybe it will be included in Qt 
> > in the future :)
> 
> Oh... that sucks. 

I think so too, so I spent some time yesterday evening to put it together:
https://codereview.qt-project.org/#change,58589

It does the background, grid, line and dropshadow as 4 separate geometry nodes 
and shows several new sides of the scene graph API. 

The line stroking is a bit crude as it doesn't account for the line angle so 
steep slopes will come out thinner, but it should be a good starting point.

cheers,
Gunnar

> Well, i guess i'm just gonna have to play with this
> and see how it turns out. If (assuming i can figure it out) i get it
> working i will certainly share my code in here or on this list.

>
>>
>>> - for the dropshadow, do exactly the same as for the line, except you can 
>>> use the custom vertex shader to expand it a little bit more and change the 
>>> opacity to make it a more blurry.
>> Here i really do wonder if it isn't easier to just make a simple line
>> component and use QtGraphicalEffects for the shadowing... I guess
>> experimenting with both will tell which option works best.
>>
>>
>>> - for the gradient under the line, create a trianglestrip and colorize it 
>>> according based on the y position in the fragment shader.
>> Yeah, figured it would be something like that. Will do.
>>>
>>>>
>>>> 2. Another way i see is taking the OpenGL direct approach following
>>>> the "OpenGLunderQML example [1]. I can probably work of that example,
>>>> but i really try to stay away from doing direct opengl interaction..
>>>
>>> Raw OpenGL has its benefits, which is why the example and the feature is 
>>> there, but I've been thinking that the primary usecase for OpenGLUnderQML 
>>> is when you have a game/cad app running and QML is just the HUD controls. 
>>> Using raw opengl for UI elements has the downside that you don't get any 
>>> inherited clipping, transformation, nor opacity so things might be quite a 
>>> bit more complicated to manage inside your UI.
>> Exactly my opinion as well. I try to stay away from raw opengl calls.
>>>
>>>>
>>>> 3. A third possible way that i can think of is by throwing everything
>>>> out and starting over in a very abstract manner. Making a bunch of
>>>> small components (in C++) like:
>>>> (note: this is still for the charting stuff [0])
>>>> - 1 component to draw the background with a little more power then a
>>>> Rectangle. However, if i choose this route i might as well use the
>>>> QtGraphicalEffects for the added power (gradients) since that provides
>>>> it.
>>>> - 1 component for drawing a grid on top of the gradient.
>>>> - 1 component for drawing a line where i probably only provide the
>>>> data indicating where the line should be. Again i can use
>>>> QtGraphicalEffects on top of this to add additional shadow. However, i
>>>> find the default OpenGL line drawing stuff (even with multisampling)
>>>> of a very very very poor rendering quality. I'm really thinking of
>>>> using the "vase renderer" for drawing a way sharper line [2] Another
>>>> note, this might also be very interesting for you to draw way sharper
>>>> "scene graph fonts" which at the moment still look quite blurry at
>>>> it's best under desktop environments.
>>>
>>> The distancefield fonts are unhinted and this is why they look more blurry 
>>> than native fonts (at least on windows and potentially linux). You can 
>>> enable native rendering by sacrificing font scalability:
>>> http://blog.qt.digia.com/blog/2012/08/08/native-looking-text-in-qml-2/
>>>
>>>> - I'm stuck at how to animate the line as more data flows in..
>>>>
>>>> I hope you can advice me here in picking an option to go for. It's all
>>>> quite a bit of work and all likely has the same end result. Right now
>>>> i'm leaning towards option 3 where i was trying to go for option 1
>>>> till this very moment.
>>>>
>>>>
>>>> [0] http://i.stack.imgur.com/Zk2RG.png -- i try to make it look as
>>>> crisp as this one
>>>
>>>
>>>> [1] 
>>>> https://qt.gitorious.org/qt/qtdeclarative/trees/stable/examples/quick/scenegraph/openglunderqml
>>>> [2] 
>>>> http://www.codeproject.com/Articles/226569/Drawing-polylines-by-tessellation
>>>>
>>>>
>>>> On Mon, Jun 10, 2013 at 10:07 AM, Sletta Gunnar <gunnar.sle...@digia.com> 
>>>> wrote:
>>>>>
>>>>> On Jun 8, 2013, at 11:33 PM, Mark <mark...@gmail.com> wrote:
>>>>>
>>>>>> Hi,
>>>>>>
>>>>>> Back when the graphical effects where first showcased in a blog i was
>>>>>> already kinda scared that there would be no C++ interface to use them
>>>>>> from the C++ side. Now i find myself in the position where i want to
>>>>>> use the DropShadow element from that very same module in custom QML
>>>>>> Scene Graph module and give a line a shadow.
>>>>>>
>>>>>> I kinda - very much - dislike copying the relavant parts of the
>>>>>> DropShadow code and re-create that in C++..
>>>>>>
>>>>>> Is there a way that i can use DropShadow from the C++ side?
>>>>>
>>>>> There is no way to do this using pure C++ API. You could construct it 
>>>>> from c++ using QQmlComponent and set the source property by passing it 
>>>>> the item that creates the geometry node.
>>>>>
>>>>> cheers,
>>>>> Gunnar
>>>>>
>>>>>>
>>>>>> Regards,
>>>>>> Mark
>>>>>> _______________________________________________
>>>>>> Interest mailing list
>>>>>> Interest@qt-project.org
>>>>>> http://lists.qt-project.org/mailman/listinfo/interest
>>>>>
>>>
>
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