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Mixing Qt 6 metal implementation with MetalAngle #63
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Could you give an example of how you currently use OpenGL with Qt? So that I can give a concrete advice.
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My OpenGL pipeline also draws to frame buffers so I think a single texture drawing approach will not work. The The current OpenGL implementation looks like this:
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Will do some researches on what can be done in Qt 6. |
For now, the easiest method you can do is creating a metal texture to be shared between Metal & MetalANGLE's GL context.
I can share the detailed sample code later. |
I created an example of mixing MetalANGLE with Qt's Metal here https://github.com/kakashidinho/qml-metalangle/blob/master/metaltextureimport/metaltextureimport.mm#L430 It is based on Qt's metaltextureimport example where a custom Metal texture is displayed on the screen. This texture was originally rendered by Qt's Metal but in my example, I draw to it using |
Thanks a lot for the example 👍. I will try to adapt it to my project and post the result here then. |
I want to achieve something similar. I have existing code that passes framebuffer from Qt to be rendered. Should I start from the same example or could it maybe be done even in a simpler way? |
Hi,
I am currently investigating means for converting a big OpenGL ES 2 based project from Qt 5 to Qt 6 for iOS without sticking with OpenGL. Qt 6 offers a native Metal layer implementation in conjunction with Qt 3D. But this would require to completely rewrite my project from scratch for Qt 3D.
MetalAngle seems to be a perfect solution for my problem. Basically Qt creates the Metal surface for its components (i.e. the Qml user interface). My own code keeps to use OpenGL together with the MetalAngle wrapper. Is this possible, or is it necessary to create all surface initialization stuff with MetalAngle?
Thanks,
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