Hi Gunnar, Thank you for you response.
>> You can set the texture's filtering to QSGTexture::Linear to make use bilinear sampling to minimize much of these, I tried it but it didn't help a lot. >> but if you want it "perfect" you will have to rasterize the source image in device coordinates rather than logical ones. Could you please tell me how can I do that? Should I translate coordinates of QPainter? Regards, Artem 2016-06-14 9:39 GMT+02:00 Gunnar Sletta <gun...@sletta.org>: > When you rotate or scale a texture it will no longer align with the > destination pixels perfectly, so you some artifacts expected. You can set > the texture's filtering to QSGTexture::Linear to make use bilinear sampling > to minimize much of these, but if you want it "perfect" you will have to > rasterize the source image in device coordinates rather than logical ones. > > cheers, > Gunnar > > > On 13 Jun 2016, at 22:37, Artem Fedoskin <afedosk...@gmail.com> wrote: > > > > Thank you guys for all your advices. > > > > I implemented the thing I need by drawing textures with QPainter but > whenever I rotate my QQuickItem using setRotation() or rotate the transform > matrix the texture is displayed incorrectly. > > > > This is the correct way of displaying - http://i.imgur.com/bZIsWHR.png > > And an incorrect one - http://i.imgur.com/63y21up.png > > > > What should be done to get texture displayed as on the first pic while > rotating the matrix of QSGTransformNode or rotating QQuickItem? > > Switching antialiasing on and off doesn't change the situation. > > > > Regards, Artem > > > > > > 2016-06-06 18:24 GMT+02:00 Shawn Rutledge <shawn.rutle...@qt.io>: > > > > > On 6 Jun 2016, at 12:29, Gunnar Sletta <gun...@sletta.org> wrote: > > > > > >> On 06 Jun 2016, at 09:27, Artem Fedoskin <afedosk...@gmail.com> > wrote: > > >> Another question - is there any way to draw text solely in Scene > Graph using QSG classes? I need to draw a lot of text labels and what only > came to my mind is to draw them using QPainter on a QImage and store it as > a QSGSimpleTextureNode in the node itself. > > > > > > Nope, the text API is all internally, unfortunately. Going through the > QImage + texture node code path shouldn't be too bad though. > > > > It’s not impossible to put text into the scenegraph from C++, but you > will need to use private APIs, so you will be tied to a range of Qt > versions where those private APIs don’t change. You can use QTextLayout to > generate QGlyphRuns, and create a QSGGlyphNode for each. Some other QSG > stuff is public (and there are examples in > qtdeclarative/examples/quick/scenegraph), but QSGGlyphNode isn't. > > > > It may turn out that rendering textures with QPainter, as you suggest, > is faster anyway. > > > > > > _______________________________________________ > > Interest mailing list > > Interest@qt-project.org > > http://lists.qt-project.org/mailman/listinfo/interest > >
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