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Qt 6 C++ GUI Programming Cookbook

You're reading from   Qt 6 C++ GUI Programming Cookbook Practical recipes for building cross-platform GUI applications, widgets, and animations with Qt 6

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Product type Paperback
Published in Apr 2024
Publisher Packt
ISBN-13 9781805122630
Length 428 pages
Edition 3rd Edition
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Author (1):
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Lee Zhi Eng Lee Zhi Eng
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Lee Zhi Eng
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Table of Contents (17) Chapters Close

Preface 1. Chapter 1: Look-and-Feel Customization with Qt Designer FREE CHAPTER 2. Chapter 2: Event Handling – Signals and Slots 3. Chapter 3: States and Animations with Qt and QML 4. Chapter 4: QPainter and 2D Graphics 5. Chapter 5: OpenGL Implementation 6. Chapter 6: Transitioning from Qt 5 to Qt 6 7. Chapter 7: Using Network and Managing Large Documents 8. Chapter 8: Threading Basics –Asynchronous Programming 9. Chapter 9: Building a Touch Screen Application with Qt 6 10. Chapter 10: JSON Parsing Made Easy 11. Chapter 11: Conversion Library 12. Chapter 12: Accessing Databases with SQL Driver and Qt 13. Chapter 13: Developing Web Applications Using Qt WebEngine 14. Chapter 14: Performance Optimization 15. Index 16. Other Books You May Enjoy

Rendering 3D shapes

We learned how to draw simple 2D shapes onscreen in the previous section. However, to fully utilize the OpenGL API, we also need to learn how to use it to render 3D images. In a nutshell, 3D images are simply illusions that are created using 2D shapes, stacked in such a way that it makes them look like they’re 3D.

How to do it...

The main ingredient here is the depth value, which determines which shapes should appear in front of or behind the other shapes. The primitive shape that is positioned behind another surface (with a shallower depth than another shape) will not be rendered (or will be partially rendered). OpenGL provides a simple way to achieve this:

  1. Let’s continue our project from the previous 2D example. Enable depth testing by adding glEnable(GL_DEPTH_TEST) to the initializeGL() function in renderwindow.cpp:
    void RenderWindow::initializeGL() {
        openGLFunctions = openGLContext->functions();
      ...
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