In the last blog post we gave a very high level introduction to the Qt Quick 2 renderer. We also showed how various signals are emitted by the renderer during the synchronization and rendering steps. In this blog post we’re going to discuss those signals and show how they can be used to implement overlays […]
Blog Archives
C and Its Offspring: OpenGL and OpenCL – Parts 1 & 2 OpenGL Speeds High-End Graphics for On-Chip GPUs
An in-depth look at improving the visual quality and computational throughput of systems with OpenGL, from a KDAB expert and the maintainer of Qt 3D, writing for the USA’s premium magazine for embedded computing: RTC magazine.
How to integrate OpenGL code with Qt Quick 2 applications (part 1)
The Qt World Summit was a rocking blast! More than 800 delegates, two days packed with sessions (and an additional training day presented by KDAB). Many old faces, lots of new ones, and a packed programme of sessions with terrific technical content. Yours truly also happened to give a talk, “Integrating OpenGL with Qt Quick […]
KDAB contributions to Qt 5.5
Good news, everyone! Qt 5.5 has just been released! The release process of Qt 5.5 has been focused on stabilizing and improving performances. Once more KDAB is proud to be a part of the release, with its engineers constantly providing contributions and patches, as demonstrated by the commit graph of the last 16 weeks: In […]
OpenGL with Qt 5
Abstract: Qt5 introduces better support for OpenGL from the QPA/Lighthouse abstraction, through a new set of OpenGL classes up to QtQuick 2 and Qt3D. OpenGL is also very often used for games and as the central content widget in desktop applications. With the advent of QtQuick 2 it is now easy to write entire user […]
Modern Shader-based OpenGL Techniques
Abstract: Modern OpenGL abandons the old fixed-function pipeline in exchange for a programmable pipeline using shaders and buffer objects. This offers much more flexibility to developers and opens the door to a huge range of effects and techniques whilst at the same time making available huge performance improvements. This presentation will teach you about the […]
Integrating QtQuick 2 with 3D renderers
Abstract: “QtQuick in Qt5 uses OpenGL to deliver fluid, performant visuals, and an internal scene-graph structure to permit threaded rendering, decoupling the main application thread from interacting directly with the graphics driver. For developers work with an existing rendering or visualisation technology, this presents both an opportunity but also problems; QtQuick offers a compelling, modern […]
Shadow Mapping in Qt3D 2.0
Continuing our blog post series about the rewrite of Qt3D. One of the biggest driving factors behind the design of Qt3D 2.0 is the ability to configure the renderer in order to accommodate custom rendering techniques. In this blog post I will explain how to render a scene in Qt3D with shadows.
Overview of Qt3D 2.0 – Part 1
Introduction Back in the days when Qt was owned by Nokia, a development team in Brisbane had the idea of making it easy to incorporate 3D content into Qt applications. This happened around the time of the introduction of the QML language and technology stack, and so it was only natural that Qt3D should also […]
OpenGL in Qt 5.1 – Part 3
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 […]