Graphics

Laszlo Agocs

What’s in a Qt 3D Studio Scene?

Published Wednesday June 27th, 2018 | Comments Off on What’s in a Qt 3D Studio Scene?
Posted in Dev Loop, Graphics, OpenGL, Qt 3D, Qt 3D Studio

Now that Qt 3D Studio 2.0 has been released, let’s look at what some of the new features enable. In particular, we will visit the so-called in-scene debug and profile views, as these handy, built-in (both to the viewer launched from the editor and, if the developer decides so, to applications) views allow answering questions […]

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Morten Johan Sørvig

Vulkan for Qt on macOS

Published Wednesday May 30th, 2018 | 2 Comments on Vulkan for Qt on macOS
Posted in Dev Loop, Graphics, macOS, Vulkan

Sometimes, development efforts align such that new use cases can be enabled with modest extra effort. The QtBase dev branch (which will become Qt 5.12) now has experimental Vulkan support, courtesy of MoltenVK and prior work in Qt. Let’s take a look at what has happened. Backstory Last year, Laszlo wrote about Vulkan support in […]

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Laszlo Agocs

Towards an Improved Qt 3D Studio Runtime

Published Monday December 11th, 2017 | 10 Comments on Towards an Improved Qt 3D Studio Runtime
Posted in Declarative UI, Embedded, Graphics, OpenGL, Qt 3D, Qt 3D Studio, Roadmap

Now that Qt 3D Studio 1.0 has been released, it is time to have a sneak peek at some of the upcoming developments. As outlined in the release announcement, there is work on-going to move the runtime, meaning the engine that renders and runs the scenes, on top of Qt 3D. Let’s take a closer […]

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Svenn-Arne Dragly

Increasing the number of lights in Qt 3D

Published Tuesday December 5th, 2017 | Comments Off on Increasing the number of lights in Qt 3D
Posted in Dev Loop, Graphics, OpenGL, Qt 3D

While it is possible to draw scenes with almost unlimited numbers of lights using deferred rendering in Qt 3D, the default materials in Qt 3D Extras have been limited to eight lights because they are tied to forward rendering. Although we apply a few tricks that allow you to define more than eight lights in […]

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Laszlo Agocs

Let There Be Shapes!

Published Friday July 7th, 2017 | 11 Comments on Let There Be Shapes!
Posted in Declarative UI, Dev Loop, Graphics, OpenGL, Painting, Qt Quick, UI

One of the new features of the upcoming Qt 5.10 is the introduction of the shapes plugin to Qt Quick. This allows adding stroked and filled paths composed of lines, quadratic curves, cubic curves, and arcs into Qt Quick scenes. While this has always been possible to achieve via QQuickPaintedItem or the Canvas type, the […]

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Laszlo Agocs

Vulkan Support in Qt 5.10 – Part 3

Published Monday July 3rd, 2017 | Comments Off on Vulkan Support in Qt 5.10 – Part 3
Posted in Android, C++, Dev Loop, Graphics, OpenGL, QPA, Vulkan

In the previous posts (part 1, part 2) we covered the introduction and basic Vulkan instance creation bits. It is time to show something on the screen! QWindow or QVulkanWindow? If everything goes well, the release of Qt 5.10 will come with at least 5 relevant examples. These are the following (with links to the […]

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Laszlo Agocs

Vulkan Support in Qt 5.10 – Part 2

Published Friday June 16th, 2017 | Comments Off on Vulkan Support in Qt 5.10 – Part 2
Posted in Android, Dev Loop, Graphics, OpenGL, QPA, Vulkan, Windows

In the previous instalment we looked at the background for Qt 5.10’s upcoming Vulkan support. Let’s now start digging out into the details. Obtaining a Vulkan-Enabled Qt Build When building Qt from sources on Windows, Linux or Android, Vulkan support is enabled automatically whenever a Vulkan header is detected in the build environment. Windows is […]

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