[Qt-interest] QGLWidget drawing BIG images "problem"

Mihail Naydenov mlists at ymail.com
Mon Feb 23 15:04:09 CET 2009


Its well know there is a texture limit for the size that OpenGL can draw. And this limit varies based on the specific video card and amount of vram.

Right now there seams to be no reliable way to draw an image using the standard ways, like adding a QGraphicsPixmapItem to QGraphicsView with QGLWidget for surface, or just calling drawPixmap in QGLWidget derived widget - this is without using OpenGL directly.
If the image is to big for the video to handle its just not drawn, and there is no way to tell if it will show or not! (again without low-level ogl hackery)

Im interested if this problem will be faced, and how.

There could be some way to test if the tex is to big so the user can switch to sw rendering

Also the vary best solution will be to have the so called "texture slicing" were the big tex (image) is sliced into many smaller ones, that are within the video limits, so that all combined represent the original image

Thank You
MihailNaydenov



      




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