On 23/01/14 09:28, Wim de Vries wrote:
> On 01/22/2014 05:34 PM, David Greaves wrote:
>> Fantastic - I just verified that it works here too.
>>
>> How are you getting the GL into the QML scene?
> From one of the GL examples (Squircle in c++):
> glViewport() determining the position (not yet QML) in Page.
> 
> main c++:
> qmlRegisterType<Squircle>("OpenGLUnderQML", 1, 0, "Squircle");
> 
> QML:
> import OpenGLUnderQML 1.0
> Squircle {
>     SequentialAnimation on t {
>         NumberAnimation { to: 1; duration: 2500; easing.type: Easing.InQuad }
>         NumberAnimation { to: 0; duration: 2500; easing.type: Easing.OutQuad }
>         loops: Animation.Infinite
>         running: true
>     }

Yep - I started there too :)

>> I created a GLItem which allows property connections and sizing so I know 
>> where
>> to draw in the window. I then inherit from this item and render into the
>> viewport it sets up.
> I will have a look at to.

This is how I map the viewport to the Item location:

class GLItem : public QQuickItem, protected QOpenGLFunctions
...
void GLItem::paint()
{
    if (!m_program) {
        m_program = new QOpenGLShaderProgram();
        connect(window()->openglContext(), SIGNAL(aboutToBeDestroyed()),
                this, SLOT(cleanup()), Qt::DirectConnection);
        initializeOpenGLFunctions();
        this->prep(); // Do any one-off setup that needs the glcontext to be
setup (eg the shader loading)
    }
    QRectF vpr = mapRectToScene(QRectF(0.0,0.0,width(),height()));
    glViewport( vpr.x(), (window()->height() -( vpr.y() + vpr.height())),
                vpr.width(), vpr.height());

...

David

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