How do I create a small 3D viewport and show there a Collada mesh? Also, mesh has textures, and user would want to rotate and zoom in/out with a mouse.
I believe that OpenSceneGraph supports the Collada file format, and provides a choice of Qt widgets.
You may need to install the OSG Collada Plugin.
I used OpenSceneGraph with Qt nearly 3 years ago, and it was a very good experience. I found the mouse control to be very pleasing.
They released version 3.0.0 in June this year, and 3.0.1 in July, suggesting that it is still being actively worked on.
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I'm trying to get Qt and EGL to work together. I'm working on a program that uses EGL to draw, and I have to use Qt to create a GUI overlay.
The current solution was to turn a QWidget into a native window, and pass it's window handle to EGL. This works, but it's difficult to work with. Qt isn't aware that the widget is being drawn in by something else. So when another widget is overlaid, even if it's transparent, the image drawn by EGL is erased. The only way to get them to work is if I jigsaw the buttons and other GUI elements in a way that they don't overlap the parts of the native window I want to show. However this means that I can't use layouts or QML or any of the tools that would make creating different GUIs easy.
So my question is, how can I draw with EGL into Qt in a more usable way.
I'm working with Qt 5.4.2 by the way. If absolutely necessary, I might be able to upgrade to 5.5, but newer versions won't work.
I was looking into QOpenGLContext, and ways to make it use the context created by EGL, but I can't seem to find any good examples on how to actually go about doing this.
I am working on OpenGL to create a GUI .I want to create some tabs which will help me to display different things in different windows. How is this possible using OpenGL? I read in some articles that we can use QT for that. Since I have already developed some of the GUI part in OpenGL using GLUT library ,is it possible to use the same code in QT? If so brief me how to make settings for OpenGL libraries in QT creator.
In my GUI I am trying to create a Car which is following a track.
I think you might be mixing some things up: OpenGL is a API with which you can instruct drivers to draw visual primitives, like lines, boxes, 3D triangles, pictures from buffer onto a render plane.
GLUT is a library that gives you a minimal environment around that, ie. it handles creating a window etc.
Neither of them are high-level UI description tools. Qt is really most likely what you want, as it will not only give you things like tab widgets etc, but also a feature-rich framework to do things like defining what should happen when you click a button, close a window etc.
There's a lot of examples of OpenGL usage within Qt widgets. In fact, a lot of visualization frontends use Qt and OpenGL. Qt has extensive documentation on how to generate OpenGL contextes and draw inside Qt applications.
I am new to Qt and was curious if we can develop HMI for a Cluster(Instrument Cluster Panel) using Qt.
Can someone share a demo?
I might be in a wrong place to post this question, please don't flag.
I am looking for Examples/Demo in QT 5. (5.3.1)
Look at this widgets on Qt Apps website:
http://qt-apps.org/content/show.php/AnalogWidgets?content=87780
As you can see there are many beautiful widgets. For example:
There is also Qwt: well documented tool with a lot of different technical widgets.
http://qwt.sourceforge.net/index.html
From here
A good example is a dial-type control which combines Image elements with Rotation transforms and SpringAnimation behaviors to produce an interactive speedometer-type dial. You can find the example in the installed Qt directory in Examples/Qt-5.3/quick/customitems/dialcontrol.
I want to do a simple Qt window with some buttons for user interaction and have a 3D scene inside this window and through this buttons, the user will configure and run the OpenCV software to analyze the image and take some decisions.
I already have the Qt software part running and my doubts are now with respect to OpenGL.
As far as I had read, Qt own implementation of OpenGL (QGLWidget) is not a full implementation of OpenGL, but more like a OpenGL ES 2.0 for increased cross platform support. I don't want to lose any OpenGL functionality since this is an exercise for future projects so is it possible to use full OpenGL and still have it shown inside Qt? And will I be able to provide this 3D scene to OpenCV as a camera?
I am not an expert but I have been using Qt/QtEmbedded for sometime now, for SBC 6845. I have created a few applications and have successfully run them on my device.
Now I want all of those applications to appear on a home screen. I understand that using QML/Qt Quick this might be achieved, but I don't have any idea on how to proceed with it. I have gone through some links and tutorials but most of them show how to create buttons and all that with Qt Quick, but not much than that. I am yet to find some tutorial/docs which can point me how to proceed with all applications on my home-screen. I need some directions, any links, advice on docs/books is welcome.
[While cross-compiling the QtEmbedded 4.6.2 libraries for my SBC I encountered problems with enabling opengl support. And, I am unaware of the other methods for using QtQuick2 without opengl.
The applications (5-6 of them) are QWidgets and linking icons require to stay in the home screen. I want to keep them as simple as possible without any effects for the icons.
Plainly speaking, I am trying to create a bunch of icons displayed on the home screen linked to those applications. The applications if launched in windows style application, (or like a popup QDialog) will also serve my purpose.]
Thanks.
"I have gone through some links and tutorials but most of them show
how to create buttons and all that with Qt Quick, but not much than
that"
For this part of the question, I'd advise you to download QtCreator
and start playing with the demos (using more than just some buttons:
you have demos for ListViews, GridViews, Delegates, Animations,
Particles, QtQuick Layouts (Qt5.1 only), QtQuick Controls (Qt5.1
only).
There's also the rather complete :
http://qt.gitorious.org/qt-labs/qt5-everywhere-demo
I'm completely unfamiliar with all the embedded/cross-compiling
aspects of your question.
About OpenGL/QtQuick2 : http://qt-project.org/forums/viewthread/30483
http://qt-project.org/forums/viewthread/17201
Also note that you can embed QtQuick2 scenes into a QWidget, but not
the other way around (no QtWidget inside the scenegraph).
So maybe the easiest/fastest way to go for you would be to stick with Qt4 or Qt5 declarative/QtQuick1 module (might be deprecated/removed starting with Qt 5.2). In this setup, there is no scenegraph/mandatory need for OpenGL. And you can embed QWidgets into your qml scene (no scenegraph: it uses the QGraphicsView backend) via QGraphicsProxyWidget.
You'd then have some GridView (you also could use some Grid with a Repeater) filled with models and delegates (= a delegate acts as a template item to be filled with the model).
Your delegates would have states/maybe Loader(s) (for on-demand loading) : icon state and when clicked, some maximized state containing a loader, loading your widget through QGraphicsProxyWidget.
You already have half of this presented in this example (a grid + 2 states : small icons grid and maximized view, you only need to implement the delegate/loading/model/QGraphicsProxyWidget things):
http://developer.nokia.com/Community/Wiki/Implementing_parent_change_animation_with_QML