On Jun 12, 2013, at 9:58 PM, Mark <mark...@gmail.com> wrote:

> 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 ;)

Targeted at 5.1.1 now, it is by no means a showstopper :)

> 
> 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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