OpenGL

Laszlo Agocs

Vulkan Support in Qt 5.10 – Part 2

Published Friday June 16th, 2017 | Leave a comment
Posted in Android, Dev Loop, Graphics, OpenGL, QPA, 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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Laszlo Agocs

Qt from git on the Tinkerboard (with Wayland)

Published Wednesday May 3rd, 2017 | 6 Comments on Qt from git on the Tinkerboard (with Wayland)
Posted in Dev Loop, Embedded, Graphics, OpenGL, QPA, Qt Quick

The Asus Tinkerboard is a nice little board for Embedded Linux (or Android, for that matter), based on the Rockchip RK3288 SoC including a quad-core ARM Cortex-A17 CPU and a Mali-T760 MP4 (T764) GPU. Besides being quite powerful, it has the advantage of being available locally in many countries, avoiding the need to import the […]

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Laszlo Agocs

Boosting performance with shader binary caching in Qt 5.9

Published Thursday March 23rd, 2017 | 3 Comments on Boosting performance with shader binary caching in Qt 5.9
Posted in Dev Loop, Graphics, OpenGL, Painting, Qt Quick

Now that Qt 5.9 is getting closer, let’s take a look at a minor but immensely useful improvement to the basic OpenGL enablers that form the foundation of Qt Quick and the optional OpenGL-based rendering path of QPainter. Those looking at the documentation snapshots for 5.9 may have already come across some new functions in […]

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Laszlo Agocs

Building the latest greatest for Android AArch64 (with Vulkan teaser)

Published Friday February 24th, 2017 | Comments Off on Building the latest greatest for Android AArch64 (with Vulkan teaser)
Posted in Android, C++, Dev Loop, Graphics, Mobile, OpenGL, QPA, Qt

Let’s say you got a 64-bit ARM device running Android. For instance, the Tegra X1-based NVIDIA Shield TV. Now, let’s say you are also interested in the latest greatest content from the dev branch, for example to try out some upcoming Vulkan enablers from here and here, and want to see all this running on […]

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Laszlo Agocs

OpenGL Core Profile Context support in QPainter

Published Friday January 27th, 2017 | 2 Comments on OpenGL Core Profile Context support in QPainter
Posted in C++, desktop, Dev Loop, Graphics, macOS, OpenGL, Painting, Qt, UI, Windows

As many of you may know, QPainter has a multi-backend architecture and has two main paint engine implementations under the hood in Qt 5: the raster paint engine and the OpenGL2 paint engine, designed for OpenGL ES 2.0. The GL Paint Engine While in many ways the raster paint engine can be considered one of […]

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Laszlo Agocs

Inside QImage (with a touch of Qt Quick and OpenGL)

Published Friday January 20th, 2017 | 4 Comments on Inside QImage (with a touch of Qt Quick and OpenGL)
Posted in C++, Dev Loop, Graphics, OpenGL, Painting, Qt Quick | Tags: ,

QImage is the most common container for image data in Qt applications. Getting a QImage that contains the pixel data of an image loaded from a file is fairly self-explanatory: QImage img; img.load(“some_image.png”); This can then be used with QPainter, can be passed to widgets, and can also be utilized in Qt Quick scenes via […]

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Eskil Abrahamsen Blomfeldt

How to shoot yourself in the foot using only a scene graph (neat optimization trick inside)

Published Thursday January 19th, 2017 | 9 Comments on How to shoot yourself in the foot using only a scene graph (neat optimization trick inside)
Posted in Declarative UI, Dev Loop, Graphics, OpenGL, Performance, Qt, Qt Quick 2, Text and font handling, UI

I am trying to get into the habit of blogging more often, also about topics that may not warrant a white paper worth of text, but that may be interesting to some of you. For those of you who don’t know me, I am the maintainer of the text and font code in Qt, and recently I came across a curious customer case where the optimization mechanisms in the Qt Quick scene graph ended up doing more harm than good. I thought I would share the case with you, along with the work-around I ended up giving to the customer.

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Laszlo Agocs

Qt on the NVIDIA Jetson TX1 – Device Creation Style

Published Thursday November 10th, 2016 | 4 Comments on Qt on the NVIDIA Jetson TX1 – Device Creation Style
Posted in Dev Loop, Embedded, OpenGL, QPA, Qt, Qt Quick

NVIDIA’s Jetson line of development platforms is not new to Qt; a while ago we already talked about how to utilize OpenGL and CUDA in Qt applications on the Jetson TK1. Since then, most of Qt’s focus has been on the bigger brothers, namely the automotive-oriented DRIVE CX and PX systems. However, this does not […]

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Laszlo Agocs

Qt Graphics with Multiple Displays on Embedded Linux

Published Monday September 19th, 2016 | 8 Comments on Qt Graphics with Multiple Displays on Embedded Linux
Posted in Automotive, Dev Loop, Embedded, Graphics, OpenGL, QPA, Qt Quick

Creating devices with multiple screens is not new to Qt. Those using Qt for Embedded in the Qt 4 times may remember configuration steps like this. The story got significantly more complicated with Qt 5’s focus on hardware accelerated rendering, so now it is time to take a look at where we are today with […]

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