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Posted 20 hours ago

Pferd Cutting Disc eht 230-3.2 ac24 q sg

£9.9£99Clearance
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The threaded renderer is currently used by default on Windows with Direct3D 11 and with OpenGL when using opengl32.dll, Linux excluding Mesa llvmpipe, macOS with Metal, mobile platforms, and Embedded Linux with EGLFS, and with Vulkan regardless of the platform. All this may change in future releases. It is always possible to force use of the threaded renderer by setting QSG_RENDER_LOOP=threaded in the environment. Non-threaded Render Loop ('basic') Note: Beneath a batch root, one batch is created for each unique set of material state and geometry type. Clipping When multisample antialiasing is used, content rendered into framebuffer objects need additional extensions to support multisampling of framebuffers. Typically GL_EXT_framebuffer_multisample and GL_EXT_framebuffer_blit. Most desktop chips have these extensions present, but they are less common in embedded chips. When framebuffer multisampling is not available in the hardware, content rendered into framebuffer objects will not be antialiased, including the content of a ShaderEffectSource. Performance

The Scene Graph - Metal Under QML example gives an example on how to use these signals using Metal. First become a user, then a writer. Only after you get familiar with the product you are ready to look at it the way your audience does. This switch of animation handling mechanisms is transparent to the applications. What if vsync-based throttling is disfunctional, globally disabled, or the application disabled it itself? Support the text with graphic materials (figures, drawings, screenshots, diagrams, illustrations, etc.). The Scene Graph - Custom QSGRenderNode example gives a demonstration of this approach. Custom Items using QPainterSetting QSG_VISUALIZE to changes visualizes changes in the renderer. Changes in the scenegraph are visualized with a flashing overlay of a random color. Changes on a primitive are visualized with a solid color, while changes in an ancestor, such as matrix or opacity changes, are visualized with a pattern. Visualizing Overdraw The Scene Graph - OpenGL Under QML example gives an example on how to use these signals using OpenGL. Using multisample antialiasing, many primitives, such as rounded rectangles and image elements can be antialiased and still be opaque in the scene graph. This means the renderer has an easier job when creating batches and can rely on early-z to avoid overdraw. Where applicable (Vulkan, Direct3D), enables the graphics API implementation's debug or validation layers, if available, either on the graphics device or the instance object. For Metal on macOS, set the environment variable METAL_DEVICE_WRAPPER_TYPE=1 instead.

QSGGeometryNodes in the subtree of a batch root are pre-transformed relative to the root on the CPU. They are then uploaded and retained on the GPU. When the transform changes, the renderer only needs to update the matrix of the root, not each individual item, making list and grid scrolling very fast. For successive frames, as long as nodes are not being added or removed, rendering the list is effectively for free. When new content enters the subtree, the batch that gets it is rebuilt, but this is still relatively fast. There are usually several unchanging frames for every frame with added or removed nodes when panning through a grid or list. Batching only works for 16-bit indices. All built-in items use 16-bit indices, but a custom geometry is free to also use 32-bit indices. There are two render loop variants available: basic, and threaded. basic is single-threaded, while threaded performs scene graph rendering on a dedicated thread. Qt attempts to choose a suitable loop based on the platform and possibly the graphics drivers in use. When this is not satisfactory, or for testing purposes, the environment variable QSG_RENDER_LOOP can be used to force the usage of a given loop. To verify which render loop is in use, enable the qt.scenegraph.general logging category. Threaded Render Loop ('threaded')There appears to be a LibUSB bug/incompatibility with modern motherboards like this. We have published a version of our "rtl-sdr-blog" drivers that should have a fix for this here. Replace the rtlsdr.dll file in the SDR# folder with the rtlsdr.dll file from the zip. Someone else has has also published a fixed DLL here which works for some people. Modern firmware updates to Ryzen should eliminate this problem. qt.scenegraph.renderloop - creates a detailed log of the various stages involved in rendering. This log mode is primarily useful for developers working on Qt. This is most likely due to your USB port underpowering the RTL-SDR. This can easily happen with long USB cables, or unpowered hubs. Please try connecting the RTL-SDR directly to the PC to confirm.

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