FYI we got everything to work for iOS/static linking by using the
OUTPUT_TARGETS parameter as described, followed by target_link_libraries
target_link_libraries(${target} PRIVATE ${output_targets})
And then in the source module, if the calling
Q_INIT_RESOURCE(). (inside #ifdef QT_STATICPL
Hi Alexandru. Thanks for the response.
Yes, confirmed we used target names for linking (not file paths)
> Are you perhaps adding the shadert to a static library in one project,
and then trying to reuse the static library in a different project?
Yes, this is what we are trying to do.
I've found
Hi,
The object file is supposed to be automatically linked into your application
when you link to the static library target.
That's handled by the qt6_add_resources call that qt6_add_shaders call, and it
assumes you use target names for linking, and not file paths.
If it doesn't, i suspect you'r
Hi, I've found that there's a cpp file, and then an object file, generated
with the name qrc_. And the object file includes the symbol
qInitResources_
(See https://doc.qt.io/qt-6/qt-add-resources.html for where
comes from, as qt6_add_shaders calls qt6_add_resources)
So the only remaining issue i
Hi,
How does one use qt6_add_shaders in static libraries? When running an
application that uses said static library, we get this error messages like
this
Failed to find shader "://shader.vert.qsb"
We're using static linking because the target platform is iOS. On Windows
where we use dynamic