On 13 December 2016 at 04:20, Ian Geiser wrote:
> Greetings, is there documentation on how to extend boot2qt for a production
> appliance? I see lots of good docs on Yocto and Qt for development, but
> nothing really on the hard stuff like factory image deployment, updating and
> injecting cus
Josh, I'm curious how this worked out for you? Were you able to get the CPU
load down?
On Mon, Dec 12, 2016 at 5:03 PM Joshua Grauman wrote:
> Brilliant! How did I miss that constructor?!
>
> Josh
>
> > Hi,Why not construct the image object from the shared memory buffer to
> begin with? Then lo
Brilliant! How did I miss that constructor?!
Josh
Hi,Why not construct the image object from the shared memory buffer to begin
with? Then lock the sm while drawing.
Look for example this constructor: http://doc.qt.io/qt-5/qimage.html#QImage-3
On Mon, Dec 12, 2016 at 11:45 PM, Joshua Grauman
Hi,
Why not construct the image object from the shared memory buffer to begin
with? Then lock the sm while drawing.
Look for example this constructor:
http://doc.qt.io/qt-5/qimage.html#QImage-3
On Mon, Dec 12, 2016 at 11:45 PM, Joshua Grauman wrote:
> Hello all,
>
> I have been able to generate
Hello all,
I have been able to generate a screen capture of my program by rendering a
window into a QImage at 30fps (called from QTimer), and then copying the
QImage to shared memory (QSharedMemory) where another program grabs the
frames and outputs them to ffmpeg. It all works great.
Howeve
I'm trying to figure out the right QEntity/QNode structure to use for
showing/hiding/manipulating more complex objects.
I am grouping several "drawable" entities (ones with meshes and materials)
under a parent entity. When I disable the parent entity, however, the
children are not disabled. But my
Greetings, is there documentation on how to extend boot2qt for a production
appliance? I see lots of good docs on Yocto and Qt for development, but
nothing really on the hard stuff like factory image deployment, updating and
injecting custom binaries. Is this something that it is an exercise t
Hello guys!QtSDK maintenance now based on 2.0.4 framework, but what about 2.0.4 tag and binaries for QtIFW?
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I'm using Scene3D in my QML application. Qt Quick is in charge. The default
format returns -1, -1, -1, and -1 for alpha, red, green, and blue. I'm on
macOS 10.12.1 with an AMD Radeon HD 6770M 1024 MB.
On Fri, Dec 9, 2016 at 3:26 AM Sean Harmer wrote:
>
>
> On 09/12/2016 00:28, Philip Schuchardt
Cool! I'll have to check the changes out. Is OnDemand the default setting
for RenderSettings?
Phi|ip
On Fri, Dec 9, 2016 at 3:27 AM Sean Harmer wrote:
> Hi,
>
> there's some changes in this area on gerrit from Zeno awaiting review.
> Feel free to take a look, otherwise I'll hopefully get time f
Hi,
I have an app audio which audio engine is handled completely on the iOS side,
however, my audio engine is completely written on the Qt side in C++.
I have a lot of crash reports on Xcode and since I’m unable to connect this
reports with the code itself I guess that this crashes happen becau
Thanks Gunnar, will definitely look into this. Also noticed that it's
possible to give the texture ownership to node to simplify the case.
Jani
On Mon, Dec 12, 2016 at 11:39 AM, Gunnar Sletta wrote:
> Hi Jani,
>
> If you have a dangling texture pointer in one of the nodes, then this will
> most
What happens if you run make in qtdeclarative? It looks like Qt Quick failed to
build.
(The Hunspell message can be ignored, unless you want spell correction)
> -Original Message-
> From: Interest [mailto:interest-bounces+mitch.curtis=qt...@qt-project.org]
> On Behalf Of Jason H
> Sent:
Hi Jani,
If you have a dangling texture pointer in one of the nodes, then this will most
likely not crash during updatePaintNode() but rather during rendering when the
texture is taken into use. So I suggest you look at your nodes and textures.
The important bit is that no node is referencing a
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