Introduction When someone with an OpenGL background begins using Vulkan, one of the very common outcomes – beyond the initial one of “OMG how much code does it take to draw a triangle?” – is that the resulting image is upside down. Searching the web for this will give many hits on discussions about coordinate […]
OpenGL Get the RSS Feed
When writing large graphics applications in Vulkan or OpenGL, there’s many data structures that need to be passed from the CPU to the GPU and vice versa. There are subtle differences in alignment, padding and so on between C++ and GLSL to keep track of as well. I’m going to cover a tool I wrote […]
If you have bought an AAA game in recent years and wondered what it is doing when it says it is compiling shaders for a long time (up to an hour or more), then this blog will explain it a little.
Floating-point math is hard, and compilers will exploit every language loophole to make our FP calculations go faster, sometimes with surprising results.
An overview of QML related blogs and video tutorials for all levels from beginner to advanced. Includes material for getting started, qt creator, development, tools, graphics and other in-depth topics.
A long time ago, I wrote a post about creating custom shapes in Qt Quick, via the scene-graph APIs. That post covered defining suitable geometry to draw a part of a circle, known also as a ‘sector’, efficiently, since such sectors occur commonly in instrument and vehicle interfaces. I started writing the second part, about […]
With Qt 6 well on its way, it’s about time we go over some of the internal changes and optimizations made to Qt 3D for the upcoming release. In a separate article, my colleague Mike Krus has already highlighted the API changes we’ve made in Qt 3D for Qt 6. This post will dive into […]
Part 2 If you are here from Part 1, welcome back. If you are wondering why we started at Part 2, go to Part 1. So, you tried everything from the first part (that was relative to you), and your screen is still a backlighting test? No problem. (Well.. I mean, clearly there is but […]
Part 1 So, you’ve just poured your heart and soul into some real-time 3D rendering code and hit render. Wringing your hands in anticipation you wait for the screen to show your marvellous creation. Still… waiting. It says it’s done but, nothing. Well, maybe not nothing but simply darkness. You stare into the deep dark […]
Qt 3D, being a retained mode high level graphic API abstraction, tries to hide most of the details involved in rendering the data provided by applications. It makes a lot of decisions and operations in the background in order to get pixels on the screen. But, because Qt 3D also has very rich API, developers […]