Thanks Laszlo for the nice presentation "News from the Graphics Stack: Improvements to the core OpenGL enablers in Qt 5.3 & 5.4”.
Are related code samples available? Do you know if there be a 2015 Fall Qt Developer Days event in U.S.? Qt3D documentation seems to be in the form of examples only. I am using these for clues on how to integrate Qt3D into an existing QWidget app. The OpenGL learning resources are very much appreciated! -Ed > On Mar 24, 2015, at 9:46 AM, Agocs Laszlo <laszlo.ag...@theqtcompany.com> > wrote: > > Because Qt 3D most likely misses a few multiplications by devicePixelRatio(). > Probably easy to correct. > > See > http://www.qtdeveloperdays.com/sites/default/files/presentation_pdf/AgocsLaszlo_opengl_enablers_news.pdf#26 > > <http://www.qtdeveloperdays.com/sites/default/files/presentation_pdf/AgocsLaszlo_opengl_enablers_news.pdf#26> > > Best regards, > Laszlo > > From: interest-bounces+laszlo.agocs=theqtcompany....@qt-project.org > [mailto:interest-bounces+laszlo.agocs=theqtcompany....@qt-project.org] On > Behalf Of Till Oliver Knoll > Sent: 24. mars 2015 15:06 > To: Qt Project > Subject: Re: [Interest] High-dpi fixing for Qt 5.5 > > > > Am 24.03.2015 um 14:39 schrieb Eddie Sutton <edsut...@gmail.com > <mailto:edsut...@gmail.com>>: > > >My knowledge of available "HiDPI" APIs is currently based on your > >(excellent) blog post, which does not seem to mention that use case: > > > >http://blog.qt.io/blog/2013/04/25/retina-display-support-for-mac-os-ios-and-x11/ > > <http://blog.qt.io/blog/2013/04/25/retina-display-support-for-mac-os-ios-and-x11/> > > Thanks for posting the excellent link. It may help me find a work-around for > a Qt3D windows scaling issue that affects OS X and iOS as well. > > This, plus the Apple Developer docs may help as well, see "Enable OpenGL for > High-Resolution Drawing" > > > https://developer.apple.com/library/mac/documentation/GraphicsAnimation/Conceptual/HighResolutionOSX/CapturingScreenContents/CapturingScreenContents.html#//apple_ref/doc/uid/TP40012302-CH10-SW1 > > <https://developer.apple.com/library/mac/documentation/GraphicsAnimation/Conceptual/HighResolutionOSX/CapturingScreenContents/CapturingScreenContents.html#//apple_ref/doc/uid/TP40012302-CH10-SW1> > > "OpenGL is a pixel-based API. The NSOpenGLView class does not provide > high-resolution surfaces by default. Because adding more pixels to > renderbuffers has performance implications, you must explicitly opt in to > support high-resolution screens. > > You can opt in to high resolution by calling the method > setWantsBestResolutionOpenGLSurface: when you initialize the view, and > supplying YES as an argument: > > [self setWantsBestResolutionOpenGLSurface:YES]; > > If you don't opt in, the system magnifies the rendered results." > > /quote > > Basically the docs say that OpenGL is a pixel-based drawing system, so any > conversions between "points" and "pixels" needs to be done explicitly by the > application itself, e.g. when resizing a window. And that you have to > explicitly enable the "HiDPI" mode for the OpenGL context first. > > How much that helps you to fix problems with the Qt3D module I can't say, but > it is generally something you have to keep in mind when developing your own > OpenGL based application (under OS X - on other OSes similar rules probably > apply, too). > > Cheers, Oliver > > _______________________________________________ > Interest mailing list > Interest@qt-project.org > http://lists.qt-project.org/mailman/listinfo/interest
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