OpenGL

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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D’oh!

Published Tuesday July 6th, 2010 | 18 Comments on D’oh!
Posted in OpenGL, Qt

We screwed up! A serious bug in Qt 4.6.3’s QtOpenGL module on Windows went undetected through reviewing, the auto-test system and quality assurance! The bug causes a device context leak, and after 9999 repaints, the program stops updating its widgets. The bug is fixed in our repositories and will not appear in our next releases. […]

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QtWebKit now accelerates CSS animations & 3D transforms

Published Monday May 17th, 2010 | 14 Comments on QtWebKit now accelerates CSS animations & 3D transforms
Posted in Graphics, Internet, OpenGL, Performance, Uncategorized, WebKit

In my previous blog from 4 months ago, I discussed here a research project to allow hardware-acceleration of CSS animations and 3D. Well, now that the bug reports are consolidating, the benchmarks show consistent improvement, and the entire set of patches is in Qt 4.7, it’s time to blog! 3D transformations were introduced into webkit […]

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Eskil Abrahamsen Blomfeldt

Insanity is shaping the same text again and expecting a different result

Published Monday March 1st, 2010 | 21 Comments on Insanity is shaping the same text again and expecting a different result
Posted in C++, OpenGL, Painting, Performance, Qt

Albert Einstein has been quoted as saying that “insanity is doing the same thing over and over again and expecting a different result.” Apparently this is a misquote, and the original quote actually belongs to Rita Mae Brown, but that’s not important right now. What’s important is that most Qt applications are crazy. Background I’ll […]

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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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Qt Graphics and Performance – Fast Text

Published Monday January 18th, 2010 | 11 Comments on Qt Graphics and Performance – Fast Text
Posted in Graphics Dojo, OpenGL, Painting

Previously in this topic: Whats Hot and whats Not An Overview The Raster Engine The OpenVG Engine The OpenGL Engine The Cost of Convenience In my previous post, The Cost of Convenience, we saw quite clearly that text drawing was a major bottleneck. Text drawing is quite common in GUI applications though, so we need […]

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Qt Graphics and Performance – The Cost of Convenience

Published Monday January 11th, 2010 | 25 Comments on Qt Graphics and Performance – The Cost of Convenience
Posted in Graphics Dojo, Graphics View, OpenGL, Painting

Previous posts in this topic: Whats Hot and whats Not An Overview The Raster Engine The OpenVG Engine The OpenGL Engine So, its time for my next post. Todays topic is how convenience relates to performance, specifically in the context of QGraphicsView. My goal is to illustrate that the way to achieve fast graphics is […]

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Qt Graphics and Performance – OpenGL

Published Wednesday January 6th, 2010 | 19 Comments on Qt Graphics and Performance – OpenGL
Posted in Graphics Dojo, OpenGL, Painting, Performance

Introduction Here’s the next instalment of the graphics performance blog series. We’ll begin by looking at some background about how OpenGL and QPainter work. We’ll then dive into how the two are married together in OpenGL 2 Paint Engine and finish off with some advice about how to get the best out of the engine. […]

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