Hi, I have earlier made an implementation of Qt/D3D integration by hacking into the ANGLE D3D SwapChain and extracting the D3DSurface directly there.
However, this is a bit flakey, and I have had to change this code several times when new versions of Qt and ANGLE are released. So, now I want to do this the supported way through the EGL_ANGLE_surface_d3d_texture_2d_share_handle extension. If I understand this correctly I can set up a PBuffer-based render target which I can query for a D3D texture sharing handle using the eglQuerySurfacePointerANGLE extension. Now, before I start coding, I wonder if anyone has an example of using this extension for rendering to a D3D Texture? Someone mentioned on the list earlier that there should be an example of this in QtMultimedia, but I haven't been able to find it. Also, for the PBuffer implementation, should I create a PBuffer directly through EGL, or can I use QOffsceenSurface? If I understand correctly, QOffscreenSurface will be implemented with a PBuffer on Windows? To complicate matters even more I want to include a Quick scene graph in this as well, but I suppose I can use the new QQuickRenderControl class for this when I have the PBuffer render target sorted out? Best regards, Thomas
_______________________________________________ Interest mailing list Interest@qt-project.org http://lists.qt-project.org/mailman/listinfo/interest