Re: [Interest] Qt/D3D integration through ANGLE PBuffer

2015-09-25 Thread Thomas Sevaldrud
fig, attribs). >> >> Note that you may be running into the problem of the implementation offering >> different configs for different purpose and rejecting the non-matching ones. >> But try fixing the pbuffer creation first and see if that helps. >> >> BR, >> Laszlo >> >> >> >>

Re: [Interest] Qt/D3D integration through ANGLE PBuffer

2015-09-25 Thread Thomas Sevaldrud
the non-matching ones. > But try fixing the pbuffer creation first and see if that helps. > > BR, > Laszlo > > > > -- > *From:* Thomas Sevaldrud > *Sent:* Friday, September 25, 2015 9:56 AM > *To:* Agocs Laszlo > *Cc:* Andrew Knight; Interest@qt-project.org > > *Subjec

Re: [Interest] Qt/D3D integration through ANGLE PBuffer

2015-09-25 Thread Agocs Laszlo
25, 2015 9:56 AM To: Agocs Laszlo Cc: Andrew Knight; Interest@qt-project.org Subject: Re: [Interest] Qt/D3D integration through ANGLE PBuffer Now I've tried a lot of other things, but I'm still not there... I've tried using eglChooseConfig on the eglDisplay I got from the QPlatform

Re: [Interest] Qt/D3D integration through ANGLE PBuffer

2015-09-25 Thread Thomas Sevaldrud
e Qt Quick >> rendering. The latter is probably the way to go since you also need the >> display, and eglGetCurrentDisplay() is not helpful at that stage due to the >> lack of a current context. >> >> >> >> Laszlo >> >> >> >> >&g

Re: [Interest] Qt/D3D integration through ANGLE PBuffer

2015-09-24 Thread Thomas Sevaldrud
gs.no] > *Sent:* 24. september 2015 17:11 > *To:* Agocs Laszlo > *Cc:* Andrew Knight ; Interest@qt-project.org > > *Subject:* Re: [Interest] Qt/D3D integration through ANGLE PBuffer > > > > Ok, but I see that they use the existing context to get the eglDisplay and >

Re: [Interest] Qt/D3D integration through ANGLE PBuffer

2015-09-24 Thread Agocs Laszlo
current context. Laszlo From: Thomas Sevaldrud [mailto:tho...@silentwings.no] Sent: 24. september 2015 17:11 To: Agocs Laszlo Cc: Andrew Knight ; Interest@qt-project.org Subject: Re: [Interest] Qt/D3D integration through ANGLE PBuffer Ok, but I see that they use the existing context to get the

Re: [Interest] Qt/D3D integration through ANGLE PBuffer

2015-09-24 Thread Thomas Sevaldrud
15 16:46 > *To:* Andrew Knight > *Cc:* Interest@qt-project.org > *Subject:* Re: [Interest] Qt/D3D integration through ANGLE PBuffer > > > > Ah, excellent, so I just set up a QQuickWindow with the RenderControl as > parent, right? > > > Just one more question: > >

Re: [Interest] Qt/D3D integration through ANGLE PBuffer

2015-09-24 Thread Agocs Laszlo
=theqtcompany@qt-project.org] On Behalf Of Thomas Sevaldrud Sent: 24. september 2015 16:46 To: Andrew Knight Cc: Interest@qt-project.org Subject: Re: [Interest] Qt/D3D integration through ANGLE PBuffer Ah, excellent, so I just set up a QQuickWindow with the RenderControl as parent, right? Just one

Re: [Interest] Qt/D3D integration through ANGLE PBuffer

2015-09-24 Thread Thomas Sevaldrud
Ah, excellent, so I just set up a QQuickWindow with the RenderControl as parent, right? Just one more question: In the QtMultimedia D3D9 example they set up a QOpenGLContext with an invisble QWindow as current context before creating the EGL Pbuffer. I suppose this is in order to get the correct

Re: [Interest] Qt/D3D integration through ANGLE PBuffer

2015-09-24 Thread Andrew Knight
Hi, On 09/24/2015 05:15 PM, Thomas Sevaldrud wrote: > This is great, thanks for very useful info! > > I'm not sure I understood Andew's part about rendering the Quick Scene > graph, or I may have been a bit unclear when describing the problem. > Basically I want to render a Qt Quick scene graph

Re: [Interest] Qt/D3D integration through ANGLE PBuffer

2015-09-24 Thread Thomas Sevaldrud
This is great, thanks for very useful info! I'm not sure I understood Andew's part about rendering the Quick Scene graph, or I may have been a bit unclear when describing the problem. Basically I want to render a Qt Quick scene graph and some custom OpenGL graphics into a Direct3D control (D3DImag

Re: [Interest] Qt/D3D integration through ANGLE PBuffer

2015-09-24 Thread Andrew Knight
Hi Thomas, On 09/24/2015 03:11 PM, Thomas Sevaldrud wrote: > 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

Re: [Interest] Qt/D3D integration through ANGLE PBuffer

2015-09-24 Thread Agocs Laszlo
ny@qt-project.org on behalf of Thomas Sevaldrud Sent: Thursday, September 24, 2015 2:11 PM To: Interest@qt-project.org Subject: [Interest] Qt/D3D integration through ANGLE PBuffer Hi, I have earlier made an implementation of Qt/D3D integration by hacking into the ANGLE D3D SwapChain and extra

[Interest] Qt/D3D integration through ANGLE PBuffer

2015-09-24 Thread Thomas Sevaldrud
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