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 […]
This article continues our series on what is new in Qt 5.1 with respect to OpenGL. The first installment can be found here. Vertex Array Objects Qt has QOpenGLBuffer (and before that QGLBuffer) to help manage various types of OpenGL buffer objects such as per-vertex attribute data and element index buffers. OpenGL also has a […]
This blog is the first in a series that will show how to use OpenGL with Qt 5. In this article, we shall take a very quick look at Qt's historical support for OpenGL and then go on to describe the first batch of new features coming in Qt 5.1 that will enhance Qt's OpenGL […]
Creating 3D applications can be overwhelming due to terminology, visual concepts, and advanced math. KDAB simplifies this task, providing you with the best solution for your 3D project, easing complexities and maximizing efficiency.
Create intelligent, patient-focused medical software and devices backed by the expertise of KDAB.
Boost your OpenGL performance with KDAB's expert consulting, development, and training services. We specialize in optimization, debugging, integration, and hardware selection for OpenGL and OpenGL ES projects. Learn more about KDAB's 3D graphics expertise.
Are you on a journey to create visually stunning, ultra-realistic 3D graphics, dynamic 2D user interfaces, or leveraging the power of hardware-accelerated computation? KDAB stands ready to guide you along this path.
When Bridgin, the developers of iDig, an intuitive excavator machine control, needed to enhance their guidance system with complex 3D surface modeling and rendering capabilities, they sought the expertise of KDAB, drawing to their deep experience with Qt in general and Qt 3D in particular.
KDGpu is a thin wrapper around Vulkan to make modern graphics easier to learn and use.
KDAB has embraced the potential of the Vulkan API specification and its power to deliver high-performance graphics and compute functionality on current and future GPU hardware. Leveraging our wealth of 3D experience, we are well-prepared to bring this cutting-edge, high-performance API to your application, allowing you to harness its capabilities fully.
Learning to create 3D applications can be an overwhelming task even for seasoned developers because of all the new terminology, visual concepts, and advanced math. To simplify the job, many developers use a framework like Qt 3D, which KDAB developed and contributed to Qt. In this paper, the first of 3 whitepapers, you will learn about the structure of a Qt 3D program – the nature of entities, components, and aspects, and how those are incorporated into the scene graph and frame graph. The Qt 3D Basics series is intended to help developers create highly polished Qt 3D applications, including descriptions of the technology components, the rationale behind their designs, and straightforward examples.
The ability to create a 3D applications is a skillset that is increasingly in demand as it plays a crucial role in advanced UX design, virtual reality, game development, and more. While developing a modern 3D program requires many disparate skills, there are frameworks that help the developer stitch it all together. Qt 3D, developed by KDAB, is one such framework.
Our first Qt 3D whitepaper helped us understand the structure of a Qt 3D program - the nature of the entities, components and aspects, in the scene graph and frame graph. This paper shows how to incorporate those elements into a functioning program by examining how to receive user input and how to animate objects in a scene.
Parts One and Two of our three part Qt 3D series focused on drawing a 3D model and accepting user input, which are necessary building blocks of 3D applications. For the last part, we’ll look at how to use Qt 3D and frame graphs to create some really sophisticated looking graphics, including how to implement multi-pass rendering.
Physically based rendering (PBR) emulates the interaction between light and materials and is a trend in real-time rendering. It offers developers more realistic computer generated imagery and is fast becoming a standard in the gaming world. This paper by Dr Sean Harmer offers an exhilarating ten-minute guide to the essentials.
Vulkan is a powerful new 3D graphics API from the Khronos Group, the same consortium that developed its spiritual predecessor, OpenGL and other related standards. Like OpenGL, Vulkan targets high-performance real-time 3D graphics applications such as games and interactive media, but offers higher performance and lower CPU usage, much like Direct3D 12 and Metal.
This whitepaper, written in 2016 by Dr Sean Harmer, offers a fascinating quick-start primer on the nine things you need to know about this shiny new API.
This paper outlines the sticking points migrating from OpenGL ES to OpenGL SC, with a summary of the code affected, the rationale for each change, and workarounds.
This is the first part of 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.
This is the second part of 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.