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
>>
>>
>>
>>
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
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
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
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
>
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
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:
>
>
=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
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
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
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
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
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
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
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