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The forum for developing everything embedded: Linux, WinCE, Symbian, MeeGo... you name it.
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  • QtLeapMotion Library not building

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    R
    Thank you SGaist . Let me try configuring MSVC for QT . I will update this topic after trying out.
  • Qt 5.6.0 opengl runtime error

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  • Orange Pi Crosscompile

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  • Running Qt in raspberry pi 3 (rpi3) vs raspberry pi 4 (rpi4)

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    N
    Here is the same post in official forum: https://www.raspberrypi.org/forums/viewtopic.php?f=29&t=256670 Also here they talk about the same and give guidance about how to do it using cross compilation. https://www.raspberrypi.org/forums/viewtopic.php?f=29&t=244984 From the posts, the legacy proprietary driver is no more supported on the rpi4. Currently, mesa drivers are needed for v3d to get acceleration and desktop is needed. Some one has a an official or standard way to compile Qt for rpi4 to get acceleration?. Like dependencies and mkspecs. I'll try a native compilation using mesa and post about it. Regards.
  • NFC slave example

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    KutyusK
    Only interested in learning.
  • A problem about using eglfs on imx6dl

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  • License question...

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    jsulmJ
    @Stefanoxjx In the company I'm working for we use Qt up to v5.6 for commercial products. We do not use newer versions as those are now LGPLv3 instead of LGPLv2. LGPLv3 requires you to provide the users of your software the possibility to replace (relink) Qt with their own Qt build. This normally requires you to provide object files (*.o) to your users if they ask you to do so. But you do not have to provide source code. So, if you can fulfil LGPLv3 you can use open source Qt version.
  • This topic is deleted!

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  • How to call JAVA method that returns a String?

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    N
    Thanks for the tip. The problem was callMethod vs callObjectMethod. I think callObjectMethod is for functions that return L types (classes) and the former for primitive types. Thanks
  • Compiling Qt5.14 for RaspberryPi4

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    M
    The problem was that cross compilation was successfull but make install had an error relating to qt3d, thus the quickcontrols2 dll did not get copied to the right directory
  • 0 Votes
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    Shrinidhi UpadhyayaS
    @Shrinidhi-Upadhyaya Fixed it by replacing the JDK with jdk1.8.0_211.
  • Not getting the correct response from hardware?

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    SGaistS
    Hi, What exactly are you sending ? What exactly are you getting ? What exactly are you expecting ? Out of curiosity, why not use the asynchronous nature of QSerialPort ?
  • Boot2Qt Splash Screen

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    K
    Ok I'll do that then, thanks!.
  • Image support using OpenGL ES 3.0 on S32V234

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    R
    Hello, Here are the code details, We are writing OpenGL ES 2.0 simple application of loading a texture(.png) on QT 5.10 using QOpenGLWidget. We are able to build and run in both Windows and Ubuntu version 16.04 Environment, but we are targetting the NXP S32V234 board. We have QT 5.10, OpenGL ES 2.0, Linux 4.19 version running on NXP S32V234 board, there it fails to load the texture. Pointers would be much appreciated. Here is the vertex and fragment shader code which are compiled using normal gl functions not the QT's addShaderFromSourceFile function. //Vertex Shader #ifdef GL_ES precision mediump int; precision mediump float; #endif attribute vec3 position; attribute vec3 color; attribute vec2 texCoord; varying vec3 Color; varying vec2 TexCoord; uniform mat4 transform; void main() { gl_Position = transform * vec4(position, 1.0); Color = color; TexCoord = texCoord; } //Fragment Shader #ifdef GL_ES precision mediump int; precision mediump float; #endif uniform sampler2D outputTexture; varying vec3 Color; varying vec2 TexCoord; void main() { gl_FragColor = texture2D(outputTexture, TexCoord) * vec4(Color, 1.0); } Here is the initialization and loading of texture void MyGL::initializeTextureBuffer() { float vertices[] = { // positions // texture coords 0.0f, 0.3f, 0.0f, 1.0f,0.0f,0.0f, 0.0f, 0.0f, // bottom left /* @pixel (35,57) 0.0f, 0.6f, 0.0f,0.0f,1.0f,0.0f, 0.0f, 1.0f, // top left @pixel (35,27) 0.5f, 0.6f, 0.0f,0.0f,0.0f,1.0f, 1.0f, 1.0f, // top right @pixel (76,27) 0.5f, 0.3f, 0.0f, 1.0f,1.0f,1.0f, 1.0f, 0.0f, // bottom right @pixel (76,57) */ }; glGenBuffers(1, &camTextureBufferObject); glBindBuffer(GL_ARRAY_BUFFER, camTextureBufferObject); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); //unbinding textureQT = loadTexture(":/images/images/CamRedA.PNG"); } QOpenGLTexture* MyGL::loadTexture(const char * path) { QOpenGLTexture* texture; texture = new QOpenGLTexture(QImage(path).mirrored()); texture->setMinificationFilter(QOpenGLTexture::Nearest); texture->setMagnificationFilter(QOpenGLTexture::Linear); texture->setWrapMode(QOpenGLTexture::Repeat); return texture; } Here is the main render loop void MyGL::paintGL() { glClearColor(0.0f, 0.0f, 0.0f, 0.05f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); ///********************************* Texture Rendering ********************************************************/ glUseProgram(shaderpgmTexture); glm::mat4 projection = glm::perspective(glm::radians(camspec.fov), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f); glm::mat4 view = glm::lookAt(camspec.cameraPos, camspec.cameraPos + camspec.cameraFront, camspec.cameraUp); glm::mat4 model = glm::mat4(1.0f); glm::mat4 transform = projection * view * model; glUniformMatrix4fv(glGetUniformLocation(shaderpgmTexture, "transform"), 1, false, &transform[0][0]); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glUniform1i(glGetUniformLocation(shaderpgmTexture, "outputTexture"), 0); glActiveTexture(GL_TEXTURE0); textureQT->bind(); glBindBuffer(GL_ARRAY_BUFFER, camTextureBufferObject); // position attribute GLint vertexLocation = glGetAttribLocation(shaderpgmTexture,"position"); glEnableVertexAttribArray(vertexLocation); glVertexAttribPointer(vertexLocation, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0); // color GLint colorLocation = glGetAttribLocation(shaderpgmTexture, "color"); glEnableVertexAttribArray(colorLocation); glVertexAttribPointer(colorLocation, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float))); // texture coord attribute GLint vertexTex = glGetAttribLocation(shaderpgmTexture, "texCoord"); glEnableVertexAttribArray(vertexTex); glVertexAttribPointer(vertexTex, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float))); glDrawArrays(GL_QUADS, 0, 4); glDisable(GL_BLEND); glUseProgram(0); /********************************* Texture Rendering - End ********************************************************/ }
  • 0 Votes
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    J.HilkJ
    @sachinbangadkar_ifm you can't even do that with android studio, 1 architecture =1 apk. With upcoming Qt versions (5.14) you can make one aab. That basically contains multiple apks. If you're concerned about the PlayStore, don't be. Uploading multiple apk's is and will be still possible for a while. Take a look at this blog post for more information: https://blog.qt.io/blog/2019/06/28/comply-upcoming-requirements-google-play/
  • Android: build with Linux

    Solved android linux windows jenkin apk
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    KroMignonK
    I reply to myself, just in case some else has the same issue. Switching the Jenkins build slave from Windows7 to Linux (Debian 10) has reduced the APK build time from 40 minutes to 8 minutes! Yes, my project is relative big ;) Regards Fabrice
  • QMetaObject::invokeMethod: No such method QQuickRootItem::inputMethodQuery

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    M
    Hi, I am experiencing exactly the same issue. Have you found any solution? PS The launching issue has been solved in the latest update of QtCreator
  • How to link libraries properly in synchronised sysroot on host computer

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  • Qt example application for GPS

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    T
    #include <iostream> #include <QGeoCoordinate> using namespace std; int main() { QGeoCoordinate qGeoCoord; cout << "Lat.: " << qGeoCoord.latitude() << endl << "Long.: " << qGeoCoord.longitude() << endl << "Alt.: " << qGeoCoord.altitude() << endl; return 0; } This is a simple code which i wrote, but the output is just "-nan" What more should i add to the code?
  • Since Qt 5.12.2 Android application crashes directly after start

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    G
    Hello. It seems I have the same issue. I try to add the Firebace Cloud Messaging to my project, and now after I set v. 5.13.2 my application in some devices is craching at very start. NDK the same as you r19c. I havent catch how youve solve it? Should I use older NDK (btw it seems that FCM libraries should be compiled with NDK 15 or smth) or can you explain how have you solve it exactly?