Skip to content

Qt World Summit 2018 Boston ("Don't you wish your framework was Qt like me?")

This year’s North American stop on the Qt World Summit world tour was in Boston, held during the Red Sox’s World Series win. Most of us were glad to be flying home before celebration parades closed the streets! The Qt community has reason to celebrate too, as there’s an unprecedented level of adoption and support […]

Writing a Custom Qt 3D Aspect – part 2 Setting up the backend and communications

Introduction In the previous article we gave an overview of the process for creating a custom aspect and showed how to create (most of) the front end functionality. In this article we shall continue building our custom aspect by implementing the corresponding backend types, registering the types and setting up communication from the frontend to […]

Writing a Custom Qt 3D Aspect – part 1 Extending Qt 3D via Aspects

Introduction Qt 3D has a flexible and extensible architecture that allows us to easily add our own new functionality to it without disrupting the existing features. The functionality of Qt 3D is divided among so-called aspects, each of which encapsulates a particular subject domain such as rendering, input, or animation. This short series of articles […]

Safety critical drawing with OpenGL SC Making your OpenGL ES code OpenGL SC compliant

Bringing software into a safety critical environment can be tricky, especially when using the complex APIs needed for modern 3D graphics. That’s what makes OpenGL SC (Safety Critical) so important: it bridges the gap between beautiful displays and functional safety, while trying to remain as close to existing embedded standards that we all know and love. OpenGL SC will only […]

On-site Training. Programming with Qt 3D

This course aims to bring your team up-to-speed with Qt 3D and its use of modern programmable shader-based pipelines which can applied to both OpenGL and OpenGL ES. In the on-site Qt 3D training your team will learn how to: * write Qt 3D applications from the ground up * develop their own materials using […]

Programming with Qt 3D Training

In this course you will learn Qt 3D and its use of modern programmable shader-based pipelines which can be applied to both OpenGL and OpenGL ES. In the Qt 3D training students will learn how to: write Qt 3D applications from the ground up develop their own materials using Qt 3D and GLSL implement their […]

Physically Based Rendering (PBR) in 10 minutes A guide for Qt developers

If you happened to be at the NVIDIA GTC conference last week, you may have seen a Qt demo we developed showing a Dodge Viper in the Toradex booth. If that Viper looked especially cool, that’s partially because it was displayed using Physically Based Rendering (PBR). Alright… what exactly is PBR, and can I use it in my […]

Nine Steps to Vulkan Literacy

No, this isn’t about Star Trek. If you’ve accidentally stumbled onto this blog to learn about the language of Spock’s homeland, try here instead. Vulkan (spelled with a “k”, not a “c”) is a powerful new 3D graphics API from the Khronos Group, the same consortium that developed its spiritual predecessor, OpenGL, and other related […]

By continuing to use the site, you agree to the use of cookies. More information

The cookie settings on this website are set to "allow cookies" to give you the best browsing experience possible. If you continue to use this website without changing your cookie settings or you click "Accept" below then you are consenting to this.

Close