Graphics

Tuukka Turunen

Significant Performance Improvements with Qt 3D Studio 2.4

Published Tuesday June 18th, 2019 | 16 Comments on Significant Performance Improvements with Qt 3D Studio 2.4
Posted in Biz Circuit & Dev Loop, Design, Graphics, Performance, Qt 3D Studio

Speed of the 3D rendering is essential for a 3D engine, in addition to efficient use of system resources. The upcoming new Qt 3D Studio 2.4 release brings a significant boost to rendering performance, as well as provides further savings on CPU and RAM utilization. With our example high-end embedded 3D application the rendering speed is […]

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Kimmo Leppälä

Optimizing Real-Time 3D for Entry Level Hardware

Published Tuesday April 2nd, 2019 | 2 Comments on Optimizing Real-Time 3D for Entry Level Hardware
Posted in Automotive, Biz Circuit & Dev Loop, Customers, Design, Graphics, OpenGL, Qt, Qt 3D, Qt 3D Studio, Qt Quick, Qt Quick 2 | Tags:

When more and more cars are being equipped with digital instrument clusters, it is very important to consider the cost of the electronics needed to achieve the desired user experience. In volume products, it matters a lot whether the cost of a hardware component is 10, 50 or 100 USD – so it really pays […]

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Eskil Abrahamsen Blomfeldt

Introducing the Distance Field Generator

Published Wednesday October 10th, 2018 | 18 Comments on Introducing the Distance Field Generator
Posted in Dev Loop, Graphics, OpenGL, Performance, Qt Quick 2, Text and font handling

At least from the perspective of rendering, text is often the most complex part of a traditional two-dimensional user interface. In such an interface, the two main components are rectangular images and text. The rectangular images are often quite static, and can be represented by two triangles and four indexes into a texture atlas that […]

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Mats Honkamaa

An introduction to texture mapping in Qt 3D Studio, part I

Published Monday September 17th, 2018 | Comments Off on An introduction to texture mapping in Qt 3D Studio, part I
Posted in Graphics, Qt 3D Studio, Tutorial

This is the first in a series of blog posts that will explain the basics of texture mapping in Qt 3D Studio. To follow the examples, you need to have a basic understanding on how to work with objects and import assets in Qt 3D Studio. If you have not used Qt 3D Studio before, please […]

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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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