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    S

    @jsulm the only query i have is if OpenGL is still supported why am i observing kind of jagged lines when i use Opengl? Also am i setting the backend properly like i stated in my code above?

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    sierdzioS

    @PerssonBrown said in CMake can NOT find Vulkan when building:

    Here are my questions:

    What is Vulkan?

    It is a library for displaying graphics, much like OpenGL, DirectX or Metal.

    Do all Widget Applications need Vulkan?

    No, you can safely ignore this warning. When Vulkan is not present, Qt will use other libraries to draw stuff.

    How to fix this missing warning?

    On Windows I'm not sure if you can fix it, but you can ignore it.

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  • Surface for QQuickWindow

    Unsolved QML and Qt Quick
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    johngodJ

    @julienchz
    Hi
    I have created some opengl tutorials check here: https://bitbucket.org/joaodeusmorgado/opengltutorials/src/master/
    I am using QOpenGLWidget, but I use mostly raw opengl, you could easily create a abstract render class, and then reuse it to QOpenGLWidget, or any other frame work of your choice render class.
    Hope it helps

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    SGaistS

    Are you thinking of the new RHI abstraction layer ?

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    SGaistS

    Hi,

    That's a question better asked on the interest mailing list. You'll find there Qt's developers/maintainers. This forum is more user oriented.

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    SGaistS

    Hi and welcome to devnet,

    Based on this blog post, you should check the status of that within Qt's documentation.

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    JKSHJ

    Great question, @GerryH!

    My impression is that the automotive industry is one of biggest customers for the Qt Company (TQtC) at the moment. 3D graphics and Qt Quick are vital to the automotive IVIs, so TQtC and their partners (like KDAB, a major contributor to Qt 3D) will continue to pour lots of resources into them. In general, I believe that any effort you invest into Qt Quick and Qt 3D is quite safe for the next 5-10 years.

    The path forward isn't easy -- Vulkan, Metal, and DirectX 12 support are all far far behind the level of OpenGL support, so it will be years before they catch up. Nonetheless, my gut feeling tells me that dropping support for Apple is unthinkable, so TQtC will adapt to Apple's demands. And given Apple's history of viciously dropping backwards compatibility, the sense of urgency is definitely there.

    Some possible ways forward are:

    Use MoltenGL to keep the OpenGL backend usable on Apple platforms (TQtC either forms a direct partnership with Molten, or Qt customers buy MoltenGL themselves), OR Add abstraction layers to decouple Qt from OpenGL and add a Metal backend directly, OR Like #2 but provide a Vulkan backend for Qt 3D and Qt Quick, and then use MoltenVK to support Apple platforms (like how OpenGL + ANGLE is currently used to support Windows)

    Personally, I think #3 makes most sense because Vulkan support directly benefits Qt on all platforms, not just Apple platforms. However, I can't tell if this is a feasible business strategy for TQtC or not, or what kind of tradeoffs exist compared to a direct Metal backend.

    But anyway, for a more reliable source, this recent email from a TQtC employee suggests that they are currently planning the direct-Metal route: https://lists.qt-project.org/pipermail/interest/2018-December/063503.html There should be a more formal announcement sometime this year.

    (Disclaimer: I, too, am a mere community member who lacks a crystal ball)