diff options
author | Laszlo Agocs <laszlo.agocs@qt.io> | 2018-05-15 16:51:12 +0200 |
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committer | Laszlo Agocs <laszlo.agocs@qt.io> | 2018-05-15 15:44:35 +0000 |
commit | b841191690c34bd4f1b1e896c60e403d52c691ac (patch) | |
tree | 5953be0f3b7806baaebf67f8ef9e1d04d940abdb | |
parent | 4095d460eebb631560fc9afde5f46a5c5e4e87fb (diff) |
Add doc page with OpenGL and related stuffv2.0.0-beta1
Plus a note to the attribute list page about data input.
Change-Id: I89401eb65eb00f7921b950b36df164a3ec77abb0
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
-rw-r--r-- | src/runtime/doc/src/attributenames.qdoc | 8 | ||||
-rw-r--r-- | src/runtime/doc/src/index.qdoc | 1 | ||||
-rw-r--r-- | src/runtime/doc/src/requirements.qdoc | 108 |
3 files changed, 117 insertions, 0 deletions
diff --git a/src/runtime/doc/src/attributenames.qdoc b/src/runtime/doc/src/attributenames.qdoc index 2392149..18282de 100644 --- a/src/runtime/doc/src/attributenames.qdoc +++ b/src/runtime/doc/src/attributenames.qdoc @@ -46,6 +46,14 @@ Studio application are freely changeable by the applications during run time as well. + \note When possible, applications are recommended to rely on the \c{data + input} functionality of Qt 3D Studio instead. This avoids the need to refer + to hard-coded attribute names, and instead allows the designers to expose + the interesting attributes with arbitrary data input names to the + application developers, thus offering a fixed, well-known interface from the + 3D presentation to the application code. See \l Q3DSDataInput and + \l DataInput for more information. + \include attributenames.html Custom materials and effects have their custom set of properties that are diff --git a/src/runtime/doc/src/index.qdoc b/src/runtime/doc/src/index.qdoc index e2a6625..3aa09c7 100644 --- a/src/runtime/doc/src/index.qdoc +++ b/src/runtime/doc/src/index.qdoc @@ -34,6 +34,7 @@ \list \li \l {Getting Started} + \li \l {System and Application Requirements} \li \l {Using the Runtime on Android/iOS Devices} \li \l {Using the Runtime on Embedded Devices} \li \l {Qt 3D Studio Runtime C++ Classes} diff --git a/src/runtime/doc/src/requirements.qdoc b/src/runtime/doc/src/requirements.qdoc new file mode 100644 index 0000000..1bec57e --- /dev/null +++ b/src/runtime/doc/src/requirements.qdoc @@ -0,0 +1,108 @@ +/**************************************************************************** +** +** Copyright (C) 2018 The Qt Company Ltd. +** Contact: https://www.qt.io/licensing/ +** +** This file is part of Qt 3D Studio. +** +** $QT_BEGIN_LICENSE:FDL$ +** Commercial License Usage +** Licensees holding valid commercial Qt licenses may use this file in +** accordance with the commercial license agreement provided with the +** Software or, alternatively, in accordance with the terms contained in +** a written agreement between you and The Qt Company. For licensing terms +** and conditions see https://www.qt.io/terms-conditions. For further +** information use the contact form at https://www.qt.io/contact-us. +** +** GNU Free Documentation License Usage +** Alternatively, this file may be used under the terms of the GNU Free +** Documentation License version 1.3 as published by the Free Software +** Foundation and appearing in the file included in the packaging of +** this file. Please review the following information to ensure +** the GNU Free Documentation License version 1.3 requirements +** will be met: https://www.gnu.org/licenses/fdl-1.3.html. +** $QT_END_LICENSE$ +** +****************************************************************************/ + +/*! + \page qt3d-runtime-requirements.html + \title System and Application Requirements + + \section1 OpenGL Requirements + + Qt 3D Studio requires OpenGL or OpenGL ES. The recommended minimum versions + are \c{3.3 core profile} and \c{3.0}, respectively. + + When it comes to OpenGL ES, a limited subset of the functionality is + available when running on plain \c{OpenGL ES 2.0} implementations. In + practice this means losing shadow mapping, image based lighting, and many + other advanced features and is therefore not recommended. On the other hand, + this allows bringing up Qt 3D Studio scenes on boards like the Raspberry Pi + (with the original proprietary graphics stack) or the Beaglebone Black, or + in hypervisor-based virtualized environments where the GPU virtualization + only supports GLES 2.0, and can therefore still be valuable in certain + special situations. + + Non-native implementations, like \c ANGLE or software implementations like + \c{Mesa's llvmpipe} may work but are not tested and can fail in unexpected + ways. + + As of version 2.0 the Qt 3D Studio Runtime is implemented on top of Qt + 3D. This means that most graphics API and windowing system bits are + abstracted and hidden from the runtime. However, there are still direct + OpenGL dependencies in a few places and, more importantly, the standard + material, custom materials, and effects all rely on GLSL. Therefore other + graphics APIs, such as, Vulkan or Direct 3D, cannot be supported at this + time. + + \section1 Application Integration Notes + + \section2 C++ + + A typical Qt C++ application using the Qt 3D Studio Runtime is expected to + query and honor the runtime's \c{ideal surface format}. This way the OpenGL + contexts will all be created with the OpenGL version and profile that best + match the runtime's needs: + + \badcode + #include <Q3DSWidget> // or <q3dsruntimeglobal.h> if only Q3DS::surfaceFormat() is interesting for main() + + int main(int argc, char *argv[]) + { + QApplication app(argc, argv); + + QSurfaceFormat::setDefaultFormat(Q3DS::surfaceFormat()); + + Q3DSWidget w; + ... + return app.exec(); + } + \endcode + + To enable using Qt 3D Studio headers and libraries in the application, add + the \c 3dstudioruntime2 module in the application's \c{.pro} file: + + \badcode + QT += 3dstudioruntime2 + \endcode + + \section2 QML/Qt Quick + + When no C++ classes are used, the \c 3dstudioruntime2 module can be omitted + in the \c{.pro}. To use the \l Studio3D element in QML code, it is enough to add the + corresponding import statement: + + \badcode + import QtStudio3D 2.0 + \endcode + + It is nonetheless strongly recommended to set the the default surface format + as shown above. Make sure the + \c{QSurfaceFormat::setDefaultFormat(Q3DS::surfaceFormat())} call is made + after constructing QGuiApplication but before the first QQuickWindow or + QQuickView. When this is not possible, for example because the QML contents + is hosted in an application that has no knowledge of the Qt Quick scene's 3D + needs, Studio3D may still be usable but this may be dependent on the OpenGL + implementation and the context versions it offers, and is therefore more fragile. +*/ |