AKA: I know what you did last Christmas ! Hello folks, I'd like to share with you a few things that I did during this Xmas. Besides the fact I'll never ever take a vacation before Xmas, because Brasov is a tourist attraction and it was FULL of tourists in that period. I could ski […]
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. The complete working […]
An Example of Rendering with Qt3D In the previous article we learned about the requirements and high-level architecture of Qt3D 2.0. In order to put some of this into context and to give you a concrete example of how it looks to draw something in Qt3D using the QML API, we will now briefly show […]
by Sean Harmer of KDAB 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 […]
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 […]
Following on from the previous articles on SlideViewer, we shall now investigate another piece of the puzzle towards making SlideViewer usable in practise. Namely, getting the content rendered from our domain specific language and on to the screen or projector for the audience to marvel at. Those of you that have ever presented at […]
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 […]
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 […]
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 […]
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.
KDGpu is a thin wrapper around Vulkan to make modern graphics easier to learn and use.
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.
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.
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.
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.
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.
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, written in 2016 by Dr Sean Harmer, offers an exhilarating ten-minute guide to the essentials.