On 18 June 2016 at 17:30, Scapegoat Sarthak wrote:
> I am curious - if you have your project configured in c++/cmake style, you
> can (and probably should) use CPack. Lots of documentation available online.
Hi Scapegoat,
Thanks for the link. I'm not using CMake, but CPack seems usable without CM
I am curious - if you have your project configured in c++/cmake style, you
can (and probably should) use CPack. Lots of documentation available online.
On 18 June 2016 at 01:17, Ch'Gans wrote:
> On 18 June 2016 at 00:19, Ch'Gans wrote:
> > Hi there,
> >
> > I've recently added a (very basic) of
On 18 June 2016 at 00:19, Ch'Gans wrote:
> Hi there,
>
> I've recently added a (very basic) offline installer to my project
> using the Qt installer framework and i'm looking for a multi platform
> solution to detect my app dependencies and to ship (some of) them into
> my installer.
> Ideally I w
Follow-up - segfault was the result of trying to use
QWebEngineUrlRequestInterceptor - a class I haven't been able to get
working.
On Fri, Jun 17, 2016 at 9:23 AM, Kevin Mcintyre wrote:
> When starting webengine - I get this error,
>
> [0617/091642:ERROR:browser_main_loop.cc(217)] Running withou
I finally make it works, but I am not sure to do everything correctly.
Firslty I change the way to attach the Texture to the QDiffuseMapMaterial :
QDiffuseMapMaterial*material = new QDiffuseMapMaterial();
Texture*diffuseTexture = new Texture();
// Instancing our cust
I share your concern about using private APIs but there is no other
solution at the moment.
And if it can reassure you, we are using those APIs since two year on an
application in production without any issue.
I think that those API wasn't pushed public since Qt5 because it have a
better support
Thank you, I knew about this method, but I, as I wrote originally, I
want to avoid the use of the private APIs if possible. I might vote for
that bug, though - reasoning behind "privatizing" FileEngine seems a bit
shaky to me.
17.06.2016 21:32, Xavier Bigand пишет:
I think that we do somethi
I think that we do something similar that you try to achieve.
I am working on an application that almost works like a game. During
development our resources on the regular file system of Windows, Mac,...
but when building the final release all ressources are filtered and
compressed in a custom pac
Thank you, I've read that link already quite a few times. What I'd like to
know, is how to use "External Binary Resources" if said external resources
are not located on disk, but in memory. However, after a bit of thinking I
decided that it's wouldn't be useful even if it is possible, as I would
ha
Yes, we have already executed what constitutes the command by the time
we push it onto the stack. Maybe we are not using QUndoStack correctly
then? we should be creating the command that _should_ get executed,
place it on the stack, which will then execute the command.
Still seems odd but we c
2016-06-17 18:18 GMT+02:00 Mike Jackson :
> We are using the QUndoStack and when we "push()" onto the stack the actual
> QUndoCommand is being executed. In the documentation is seems as though I
> could set the "id" of the QUndoCommand to -1 and NOT have it executed but
> after looking more close a
2016-06-17 19:33 GMT+02:00 Elvis Stansvik :
> 2016-06-17 18:18 GMT+02:00 Mike Jackson :
>> We are using the QUndoStack and when we "push()" onto the stack the actual
>> QUndoCommand is being executed. In the documentation is seems as though I
>> could set the "id" of the QUndoCommand to -1 and NOT
You can of course use all of Qt without QtCreator. I've done it, and it's still possible.
When you have a resource, it becomes availible in the binary's asset system, and need not be distributed as a file on disk. This can prevent tampering if the binary is signed. Also I would assume that it
OK, but if I do not use QtCreator, is there no way to make it work? What
does adding a qrc file to RESOURCES actually do (besides triggering
resource compiler)? I'm looking for an understanding here.
2016-06-17 19:23 GMT+03:00 Jason H :
>
> What Dimitry said plus:
>
> Add:
> CONFIG += resources_b
What Dimitry said plus:
Add:
CONFIG += resources_big
to your .pro file, which should get around some long linking times.
--
Sent: Friday, June 17, 2016 at 5:45 AM
From: "Dmitry Volosnykh"
To: "Max Savenkov" , ""
Subject: Re: [Interest] Routing all QM
When starting webengine - I get this error,
[0617/091642:ERROR:browser_main_loop.cc(217)] Running without the SUID
sandbox! See
https://chromium.googlesource.com/chromium/src/+/master/docs/linux_suid_sandbox_development.md
for more information on developing with the sandbox on.
followed by this s
We are using the QUndoStack and when we "push()" onto the stack the
actual QUndoCommand is being executed. In the documentation is seems as
though I could set the "id" of the QUndoCommand to -1 and NOT have it
executed but after looking more close at the docs and the actual source
code the QUnd
I am trying to understand how I have to use QAbstractTexture and
QAbstractTextureImage to load textures from our custom format.
Our format is pretty simple and consist in a compressed file that contains
an header with all necessary informations :
- texture size
- precise texture format (PVRTCI_4
https://bugreports.qt.io/browse/QTBUG-54184
For the leaks I need to check, but firstly it seems that textures stay in
RAM even when already in VRAM.
2016-06-17 12:33 GMT+02:00 Sean Harmer :
> Hi,
>
> On Friday 17 June 2016 12:11:56 Xavier Bigand wrote:
> > I finally found a work around to fix my
Hi there,
I've recently added a (very basic) offline installer to my project
using the Qt installer framework and i'm looking for a multi platform
solution to detect my app dependencies and to ship (some of) them into
my installer.
Ideally I would like to automate this...
The following pages give
You may want to install QtCreator for, at least, to use it as a tool to
quick dive into the examples. I realize that this is by no means what you
are after, but I think that worth it.
On Fri, Jun 17, 2016 at 2:06 PM Max Savenkov wrote:
> 1) I'm not using QtCreator, but Visual Studio
> 2) Even if
1) I'm not using QtCreator, but Visual Studio
2) Even if I did, adding file to RESOURCES variable would not allow me to
put it inside my own package. While it might be OK to have separate
resource packages for the main game and Qt, I'd like to avoid it if
possible.
2016-06-17 13:58 GMT+03:00 Dmitr
Usually, you don't need to do anything to "register" you resources file.
Basically, you add .qrc filename to RESOURCES variable inside qmake's
project file. After that you are able to refer to its contents via "qrc"
protocol (in terms of URI) for either QFile or QUrl, etc.
By the way, have you loo
Hi,
On Friday 17 June 2016 13:36:40 Oleg Evseev wrote:
> Qt3DRender::QCamera as an QEntity has QTransform component. You can get it
> with help of Qt3DCore::QTransform *transform() const function and then
> setTranslation, setRotation or setMatrix for it as you wish.
>
> Maybe that is what are yo
If suddenly somebody are interested in this case, such behavior was related
to PhongAlphaMaterial (even with alpha=1.0) in scene within Scene3D qml
Item inside qml Loader.
When using PhongMaterial instead everything works fine.
I filed a JIRA about related issues:
https://bugreports.qt.io/browse/Q
Hi Dmitry,
As a understand it, qrc is just an index file. I still need to provide
binary data it refers to somehow. Basically, what I don't understand is
this passage in documentation: "a binary resource can be created and at a
later point in application code registered with the resource system.".
Qt3DRender::QCamera as an QEntity has QTransform component. You can get it
with help of Qt3DCore::QTransform *transform() const function and then
setTranslation, setRotation or setMatrix for it as you wish.
Maybe that is what are you looking for?
Regards, Oleg.
2016-06-08 14:32 GMT+03:00 Ola Røe
Hi,
On Friday 17 June 2016 12:11:56 Xavier Bigand wrote:
> I finally found a work around to fix my crash when loading models
> after few unload.
>
> I simply release myself all children of the delete entity with the
> following recursive method :
>
>
> voidreleaseModel(Qt3DCore::QNode&
I finally found a work around to fix my crash when loading models
after few unload.
I simply release myself all children of the delete entity with the
following recursive method :
voidreleaseModel(Qt3DCore::QNode& model)
{
QEntity*entity = dynamic_cast(&model);
Hi, Max!
To be honest, I did not understand in all the details what you are trying
to achieve. Anyway that looks way complex indeed.
Since you are inclined to pack all you resources into auxiliary file like
zip package, you are surely okay with static content. Having this said, you
should be fine
Hello,
Once again, I'm trying to use Qt (in this case, QtQuick/QML) for game
development. The game is going to store all its resources in a package
(it might be zip, or a custom format) when deployed, but during
development, resources are available in the usual filesystem. This
difference is
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