Because Qt 3D most likely misses a few multiplications by devicePixelRatio(). 
Probably easy to correct.

See 
http://www.qtdeveloperdays.com/sites/default/files/presentation_pdf/AgocsLaszlo_opengl_enablers_news.pdf#26

Best regards,
Laszlo

From: interest-bounces+laszlo.agocs=theqtcompany....@qt-project.org 
[mailto:interest-bounces+laszlo.agocs=theqtcompany....@qt-project.org] On 
Behalf Of Till Oliver Knoll
Sent: 24. mars 2015 15:06
To: Qt Project
Subject: Re: [Interest] High-dpi fixing for Qt 5.5



Am 24.03.2015 um 14:39 schrieb Eddie Sutton 
<edsut...@gmail.com<mailto:edsut...@gmail.com>>:
>My knowledge of available "HiDPI" APIs is currently based on your (excellent) 
>blog post, which does not seem to mention that use case:

 >http://blog.qt.io/blog/2013/04/25/retina-display-support-for-mac-os-ios-and-x11/

Thanks for posting the excellent link.  It may help me find a work-around for a 
Qt3D windows scaling issue that affects OS X and iOS as well.

This, plus the Apple Developer docs may help as well, see "Enable OpenGL for 
High-Resolution Drawing"

 
https://developer.apple.com/library/mac/documentation/GraphicsAnimation/Conceptual/HighResolutionOSX/CapturingScreenContents/CapturingScreenContents.html#//apple_ref/doc/uid/TP40012302-CH10-SW1

"OpenGL is a pixel-based API. The NSOpenGLView class does not provide 
high-resolution surfaces by default. Because adding more pixels to 
renderbuffers has performance implications, you must explicitly opt in to 
support high-resolution screens.

You can opt in to high resolution by calling the method 
setWantsBestResolutionOpenGLSurface: when you initialize the view, and 
supplying YES as an argument:

[self  setWantsBestResolutionOpenGLSurface:YES];

If you don't opt in, the system magnifies the rendered results."

/quote

Basically the docs say that OpenGL is a pixel-based drawing system, so any 
conversions between "points" and "pixels" needs to be done explicitly by the 
application itself, e.g. when resizing a window. And that you have to 
explicitly enable the "HiDPI" mode for the OpenGL context first.

How much that helps you to fix problems with the Qt3D module I can't say, but 
it is generally something you have to keep in mind when developing your own 
OpenGL based application (under OS X - on other OSes similar rules probably 
apply, too).

Cheers, Oliver

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