p>On the 15th and 16th July this year, KDAB attended the Qt Contributor Summit, which was co-located with the KDE Akademy conference in Bilbao, Spain. The program of the Qt Contributor Summit was mostly determined by who was attending and what the important topics at the time were. KDAB attended the summit with strength, and […]
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Starting next weekend, one of the most significant events on the Qt development and contribution calendar is taking place in Bilbao, Spain. The co-located and parallel-running Qt Contributor Summit and Akademy promise to push plans for Qt forward during the coming year. As an unconference, the format of the Qt Contributor Summit is designed to […]
This blog post is part of an ongoing series about the internals of the QML engine.In today’s post, we’ll examine the concept of custom parsers in QML. Recap In the first blog post of the series, we covered how the QML engine loads QML files.One important concept was that every element in the QML file […]
With QML as abstraction layer, we nowadays have a great way to separate the business logic (C++) of our application from the graphical user interface (QtQuick/QtWidgets/Cascades) on top of it. The interface between the two layers is well defined by the meta-object API, which essentially boils down to signals and slots for notifications and invocations, […]
This article concludes our series on what is new in Qt 5.1 with respect to OpenGL. Earlier articles in this series are available at: Part 1 Part 2 Part 3 Part 4 More shader stages In Qt 5.0 the QOpenGLShader and QOpenGLShaderProgram classes only had support for Vertex and Fragment shaders. Qt 5.1 will include […]
You’ve heard of valgrind before, its default tool (memcheck) is such a life saver, being able to detect memory-related bugs in your code (leaks, double deletions, use of deleted memory, use of uninitialized memory, etc.). Well, it turns out that valgrind also comes with a tool to detect race conditions between threads, in multithreaded applications. […]
This article continues our series on what is new in Qt 5.1 with respect to OpenGL. Earlier articles in this series are available at: Part 1 Part 2 Part 3 OpenGL Debug Output The traditional way to debug OpenGL is to call glGetError() after every GL function call. This is tedious, clutters up our code, […]
This article continues our series on what is new in Qt 5.1 with respect to OpenGL. If you haven’t already seen them, you may be interested in reading Part 1 and Part 2. Timer Queries OpenGL on the desktop exposes a very useful tool in the shape of timer query objects. These can be used […]
Qt has QOpenGLBuffer to manage OpenGL buffer objects like per-vertex attribute data and element index buffers. OpenGL also has a container type call Vertex Array Objects managing vertex buffer objects.
Firtst in a blog series that shows how to use OpenGL with Qt 5. We shall take a quick look at Qt’s historical support for OpenGL and then describe the first batch of new features in Qt 5.1 that enhance Qt’s OpenGL