Hi Gunnar,

I just tried your example out (from the new review link [1]) and
you've truly done a amazing job! + you saved my days of fiddling
around :)
Big pros! It runs well on Qt with OpenGL on Windows. I haven't tried
other instances.

Again, an awesome job!

Will this be added as an example to 5.1.0 or 5.1.1? It's not like it's
blocking anything ;)

Cheers,
Mark

[1] https://codereview.qt-project.org/#change,58714

On Wed, Jun 12, 2013 at 8:54 AM, Mark <mark...@gmail.com> wrote:
> On Wed, Jun 12, 2013 at 8:29 AM, Sletta Gunnar <gunnar.sle...@digia.com> 
> wrote:
>>> > 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.
>
> Oh wow! You're trying to do everything i tried in just a couple of
> hours where i would spend several nights and not even get close to
> what you just made. Thank you very much for this!
>>
>> 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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