> Hi! I'm implementing a plugin for Qt Multimedia for playing video and audio
> using hardware acceleration. When opening a content which includes video, I
> need to instantiate an OpenGL texture and an EGLImageKHR. To do this I need
> to be in the thread with the current OpenGL context, which shou
On Apr 11, 2013, at 6:31 PM, Michael Andersen wrote:
> Hi list,
>
> I have a loading throbber in my application that is completely killing the
> performance. If it is rotating then the application does not repaint while it
> is being dragged and if more than two or three copies of the applica
On Apr 11, 2013, at 8:43 PM, Alan Alpert <4163654...@gmail.com> wrote:
> On Thu, Apr 11, 2013 at 10:08 AM, Michael Andersen
> wrote:
>> Forgot list in reply.
>>
>> So no hope of it being fixed in 5.2 then... oh well. I'll go file a bug
>> report. Does this happen on windows too or is this a lin
On Apr 12, 2013, at 9:26 AM, Michael Andersen
wrote:
> Is vsync enabled in your driver? Sounds like it might not be. If not, then Qt
> Quick 2.0 will render at 100% cpu rendering maybe many thousands of frames
> per second, even though you only see 60 of them.
>
> Unfortunately, VSync is enab
You are at least not setting the required texture parameters which will make
the texture incomplete. You typically need to set the textures wrap and min/mag
filters at least once:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP
Antialiasing on an FBO requires FBO multisampling and framebuffer blit support.
Do you have these extensions available?
Cheers,
Gunnar
On 3. mai 2013, at 00:04, "Mark" wrote:
> On Thu, May 2, 2013 at 11:47 PM, Mark wrote:
>> On Tue, Mar 12, 2013 at 12:22 AM, Bache-Wiig Jens
>> wrote:
Hi
On May 5, 2013, at 11:47 AM, Sean Harmer wrote:
> On 04/05/2013 19:30, Preet wrote:
>> Hi,
...
>>
>> 2.
>> I'd like to use ShaderEffects to apply a somewhat trivial shader to most of
>> the images in my application. The images are black and white icons, and I'd
>> like to use shaders to cha
On May 14, 2013, at 9:58 AM, Mark wrote:
> On Sun, May 12, 2013 at 2:08 PM, Mark wrote:
>> Hi,
>>
>> I'm browsing through the Emitter API while searching for "some" way to
>> get notified when a particle is expired.
>>
>> What i'm having is one emitter that emits 1 particle every 25ms then
>>
.qt.digia.com/blog/2012/08/08/native-looking-text-in-qml-2/
>>>
>>>> - I'm stuck at how to animate the line as more data flows in..
>>>>
>>>> I hope you can advice me here in picking an option to go for. It's all
>>>> quite a bit of work and all
On Jun 9, 2013, at 12:59 AM, Mark wrote:
> Hi,
>
> Yet another scene graph related question :)
> I have to say, the documentation in the scene graph department could
> really use some more docs and advanced examples! The code leaves a lot
> of guess work and there isn't much to find since this
eview.qt-project.org/#change,58714
>
> On Wed, Jun 12, 2013 at 8:54 AM, Mark wrote:
>> On Wed, Jun 12, 2013 at 8:29 AM, Sletta Gunnar
>> wrote:
>>>>> This graph concept might be a good usecase for a more complex example
>>>>> down the lin
On Jun 17, 2013, at 2:38 AM, Preet wrote:
> Hi
>
> I want to render things with OpenGL directly in a QQuickItem (like
> http://doc-snapshot.qt-project.org/qt5-dev/qtquick/scenegraph-openglunderqml.html
> shows) but I get the impression that doing so means every other item in the
> scene is u
Hi Charley,
Thanks you for your interest in this project :)
The original idea I had for the presentation system was to make it convenient
to mix a slide deck with live QML. It makes the assumption that the user
understands QML.
I agree with you that there are tons of improvements that could be
On Sep 7, 2013, at 12:23 AM, Alan Alpert <4163654...@gmail.com> wrote:
> *actually I still use its precedessor,
> https://gitorious.org/qt-qml-demo-playground/qt-qml-demo-playground/source/708de53727032441efd63f4ac24d13079fe82c52:qml-presentation
> , because while it's less user-friendly and less
This is very possible :)
The classes you are looking for are:
QWindow - to create the window
QOpenGLContext - to get the OpenGL context
QOpenGLPaintDevice - to make the opengl context renderable with QPainter
QPainter - to draw the text.
cheers,
Gunnar
On Sep 24, 2013, at 4:15 PM, Thomas Meyer
You can use a ShaderEffect element. It does not use an FBO for plain Image
types.
Image {
id: myImage
visible: false
}
ShaderEffect {
property variant source: myImage
anchors.fill: myImage
fragmentShader: "
varying highp vec2 qt_TexCoord0;
uniform lowp vec4 sa
Hi Josh,
This should be possible, but there are a few things to keep in mind. In Qt 5.1
the QQuickWindows all share the same OpenGL context, so you need to request
multisampling on the first window you show, before you show it. As a result,
all QQuickWindows will get multisampling.
If you ope
I find it very strange that qmlscene without an input file would produce the
same apitrace as a qmlscene with a file. The apitrace is a reflection what we
try to draw after all and that is highly dependent on what the input is. What
does the trace look like?
It is a long-shot, but you could try
A buffer offset of 0 is correct since it is relative to VBO's memory which is
bound just above the lines you pasted down below.
Fra: Narayanarao Rao [nar...@gmail.com]
Sendt: 6. november 2013 11:02
To: Sletta Gunnar
Cc: Interest@qt-project.org
Emn
ry is unchanged. It will
be a small overall additional cost, and if it is needed, it is needed.
cheers,
Gunnar
Fra: Narayanarao Rao [nar...@gmail.com]
Sendt: 6. november 2013 13:10
To: Sletta Gunnar
Cc: Interest@qt-project.org
Emne: Re: [Interest] Qt 5.2 scene
Is the time spent rendering gone up or is it something else?
Generally, I see improved rendering performance across the board. If you run
the code with QSG_RENDER_TIMING=1 you get some indication of the breakdown of
where time is being spent.
Performance of javascript has gone down some since Q
The error message has been quite helpful with tracking down errors in the past,
but I guess we can at least remove it from release builds and limit it a bit :)
Added https://bugreports.qt-project.org/browse/QTBUG-34676 to track this.
But why are you showing ShaderEffects which lack their image d
There is a tiny difference, but nothing significant. The rectangle with a
transparent color will not be added to the scenegraph and the one with opacity
set to zero will be ignored. In either case they are not actually rendered ;)
-
Gunnar
> On 12. nov. 2013, at 19:37, "Preet" wrote:
>
> Hi,
If this consistently reproducible across desktop and device, then I would
appreciate a bugreport with an example that reproduces it. It is not a known
issue to me at least. (bugreports.qt-project.org)
Clipping is implemented using scissor or stencil depending on the complexity of
the mask, no i
Fra: Ola Røer Thorsen [o...@silentwings.no]
Sendt: 14. november 2013 11:24
To: Sletta Gunnar
Cc: interest@qt-project.org
Emne: Re: [Interest] Tearing in Quick2 flickable-based items with clipping
enabled
Hi again, digging further into this reveals some issues with the PowerVR SGX530
f their more experienced team members who are
familiar with BB-xM could give some guidance for lessing CPU usage numbers of
simple QtQuick2 widgets.
- VStevenP
On Thu, 11/14/13, Ola Røer Thorsen wrote:
Subject: Re: [Interest] Tearing in Quick2 flickable-
I am unsure if it is intended or not, but the problem seems to be that you
don't have a well defined "base state" to return to when you exit the pressed
state. The result is that the transition will go from the pressed state to
undefined and only after it completes does it apply the original col
In Qt Quick 2.0, there is no difference in performance, but there are some
visual aspects you will have to consider. Once you start placing things on
subpixel positions that also means you get antialiased edges on images and
rects, texture sampling in images is no longer pixel-to-pixel, etc. Thi
Hi,
As many of you might already have noticed, OpenGL drivers are not always
working as well as would like. This has always been a problem, but since Qt
Creator 3.0 is using Qt Quick 2.0 and Qt Quick 2.0 is also being used in more
and more places, the problem is becoming more mainstream. We are
1: The QOpenGLWidget is still planned, but we didn't have time to do in for
5.2, so it has been delayed for a later release.
2: When you have Qt-only GL code, you get the benefit of Qt resolving OpenGL
functions for you as you have already noticed. You can either subclass the
QOpenGLFunctions t
I suspect that those warnings are indicators of an underlying problem. They
should not be fatal on their own. How does other OpenGL apps work on they
system?
Fra: interest-bounces+gunnar.sletta=digia@qt-project.org
[interest-bounces+gunnar.sletta=di
You want to have a look at the new Animator types introduced in Qt 5.2. These
run on the render thread and won't be blocked when the loader is running.
http://doc-snapshot.qt-project.org/qt5-stable/qtquick-statesanimations-topic.html#animators
cheers,
Gunnar
: 250
}
}
cheers,
Gunnar
Fra: interest-bounces+gunnar.sletta=digia@qt-project.org
[interest-bounces+gunnar.sletta=digia@qt-project.org] på vegne av
VStevenP [vstevenpa...@yahoo.com]
Sendt: 10. desember 2013 21:24
To: Sletta G
Getting the Image element's textureProvider at the time of
QQuickFrameBufferObject::synchronize should give you a QSGTextureProvider for
that image, assuming that the Image.status == Ready. This is the same mechanism
that ShaderEffect uses internally as well. You are not supposed to use the item
You also need to update your code to start the toplevel animation :)
Fra: VStevenP [vstevenpa...@yahoo.com]
Sendt: 12. desember 2013 15:22
To: Sletta Gunnar; interest
Emne: Re: SV: [Interest] Loader seems to be blocking animation
When I try to use this new
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