Embedded

Chasing the raspberry pi dragon: OpenGL ES2 accelerated Qt PI

Published Monday October 3rd, 2011 | 18 Comments on Chasing the raspberry pi dragon: OpenGL ES2 accelerated Qt PI
Posted in C++, Embedded, Kinetic, Lighthouse, OpenGL, Performance, Qt Quick

The raspberry pi initiative is very compelling and (forgive me for the hype) just got even more compelling now that we have Qt 5 running with full acceleration on the target. A tagline of “An ARM Linux box for $25. Take a byte!” sums it up rather nicely and should get many a geeks pulse racing. […]

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Hitching Qt/Embedded to a framebuffer OpenGL ES (2) abstraction

Published Thursday August 5th, 2010 | 13 Comments on Hitching Qt/Embedded to a framebuffer OpenGL ES (2) abstraction
Posted in Embedded, Lighthouse, OpenGL

People (customers in my case) often find themselves in a situation where they have OpenGL ES 2 libraries for their hardware and want to use their hardware’s OpenGL capabilities in conjunction with Qt. If they are using Qt/X11 the complexity is drastically reduced, and all they basically need to do is establish what the required […]

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Trolls In Brazil

Published Tuesday March 16th, 2010 | 5 Comments on Trolls In Brazil
Posted in Embedded, Kinetic, Qt, Qt Quick

Meeting Last week Espen already reported that a group of trolls were attending the Bossa’10 Conference in Manaus. It was a great conference with lots of great people attending and interesting presentations. What is especially good about this conference is that the focus is on networking. It is always good when you get to meet […]

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A Window into the lighthouse

Published Monday February 15th, 2010 | 12 Comments on A Window into the lighthouse
Posted in Embedded, Lighthouse

Back in October of ’09, Paul announced a windowing system plugin architecture for Qt. Actually, he introduced the lighthouse research project as a port to whatever architecture you may desire. Subsequently, Morten and MBM posted about using lighthouse. Additionally, we’ve heard about some interest both inside and outside of Qt Developer Frameworks. That’s fantastic. We’re […]

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Qt/X11 bring up on Tegra2 with full OpenGL ES 2 support

Published Friday February 5th, 2010 | 15 Comments on Qt/X11 bring up on Tegra2 with full OpenGL ES 2 support
Posted in Build system, Embedded, OpenGL

Requirements 1) Tegra 2 platform 2) The latest Nvidia Tegra2 SDK (11.0074_devlite_eula_Beta-RC.zip at this time) Board bring up Nvidia have done a pretty good job in documenting bring up and I will not paraphrase them. I personally used their dev environment exactly as intended (answering every question posed during installation with an affirmative), so my […]

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Building Qt to make use of the Beagle board’s SGX GPU

Published Friday November 20th, 2009 | 32 Comments on Building Qt to make use of the Beagle board’s SGX GPU
Posted in Build system, Embedded, Graphics View, OpenGL, Painting, Performance, Qt

Introduction Texas Instruments has a wiki which documents what is required to bring Qt up on the Beagle board with full OpenGL ES (1/2) support: http://www.tiexpressdsp.com/index.php/Building_Qt and I would like to thank one of their engineers, Varun, for his quick turn around times in addressing any questions I raised. This blog entry is intended to […]

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Introducing New Port of Qt to <Your Favourite Platform>

Published Friday October 2nd, 2009 | 16 Comments on Introducing New Port of Qt to <Your Favourite Platform>
Posted in Embedded, Lighthouse, Qt

Even if this is my first blog post, some of you may have seen my name before. I have been with Trolltech and Nokia since 1996 (which makes me senior surviving Troll), and I am here to introduce a little research project we are starting up. As you all know, our motto is “Qt Everywhere”, […]

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Cross compiling Qt/X11

Published Thursday September 10th, 2009 | 14 Comments on Cross compiling Qt/X11
Posted in Build system, Embedded, Qt

Overview Cross compiling Qt Embedded is relatively trivial since it is so self contained, but as the number of external dependencies increases (DirectFB, D-Bus, GStreamer, OpenGL ES) adjusting your custom mkspec to individually account for the location of dependencies on the host machine becomes increasingly tedious/untidy. This complexity culminates in cross compiling Qt/X11 which adds […]

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