[Qt-interest] Adding arbitrary depth to Graphics Scene & Friends

Jason H scorp1us at yahoo.com
Tue Apr 26 16:28:32 CEST 2011


That is all fine and well.

Your data will always be in your maximum bit depth. Your operations (graphics or 
I/O) would write in your bit depth.
You'd probably want something like:
QByteArray highBPPData;
QPixmap displayData;

Do your operations on highBPPData, and when you modify it, either copy/convert 
the effected region of highBPPData (raster op) and splice it into displayData, 
or call the same function on the displayData (like for drawLine() (vector ops)). 
And just use paint(...)to paint the displayData.





________________________________
From: Javier Urien <javierurien at gmail.com>
To: Jason H <scorp1us at yahoo.com>
Cc: qt-interest at trolltech.com
Sent: Tue, April 26, 2011 10:16:24 AM
Subject: Re: [Qt-interest] Adding arbitrary depth to Graphics Scene & Friends




On Tue, Apr 26, 2011 at 10:56, Jason H <scorp1us at yahoo.com> wrote:

I would think you'd only need an image I/O Plugin. There are examples in the Qt 
Solutions archive. 

>Ultimately, you need to figure how you'd map it to ARGB 32 space. Your plugin 
>would take the data and convert it to that. How you represent it, (linear 
>mapping, normalized, etc) is up to you.
>

It is not only for ingesting these images, I need to preserve the data all 
across the processing, from reading up to writing it using 
QGraphicsScene::render, with optional conversion for presenting on screen. So I 
would need all the framework to preserve / support my data.

Regards.
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