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.
Blog Archives
Overview of Qt3D 2.0 – Part 2
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 […]
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 […]
Code highlighting in SlideViewer
A couple of months ago, Jesper Pedersen introduced our presentation tool for trainings, called SlideViewer. As SlideViewer is mainly used for our Qt and Squish trainings, we naturally have many code examples on the slides, ranging from C++ and QML to Python and XML. In this blog post, we will take a closer look at […]
BorderImage is for Scaling! Scalable UIs 2.2
In the previous blog post, we talked about the importance of pixels and their indivisible nature, the way we deal with that in the icon area and introduced the concept of PPI dependable UIs – all this to have truly scalable graphics in QML. We used the BorderImage element to illustrate how an element could […]
OpenGL in Qt 5.1 – Part 5
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 […]
OpenGL in Qt 5.1 – Part 4
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, […]
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 […]