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The joys and sorrows of portable, cross-platform 3D graphics in Qt 6

Talkat NDC TechTown 2025 · 2025-09-22..09-25· [creative-coding]
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slides:none on file

Qt 6 replaces a tight OpenGL dependency with a portable stack that renders Qt Quick and Qt Quick 3D via Vulkan, Metal, Direct3D11/12 and OpenGL and compiles shaders to SPIR‑V using glslang and SPIRV‑Cross, producing a QSB build‑time shader bundle (GLSL/HLSL/SPIR‑V plus metadata). A QRhi abstraction exposes higher‑level resources and pipelines so a rotating‑triangle sample fits in ~115–145 lines, generates 20 PNG frames and runs on all backends. It works but increases code surface, shader metadata coupling, and occasional CPU/memory tradeoffs.

AI-written summary · about

  1. 0:00Qt 6 and 3D intro
  2. 10:04Qt 6 and OpenGL
  3. 16:26Cross-platform 3D APIs challenge
  4. 23:50Shader language fragmentation
  5. 34:27Qt Rendering Hardware Interface
  6. 41:50Triangle rendering demo
  7. 51:05Memory and API differences
  8. 55:01Porting Qt 3D
  9. 57:09Lessons from Qt 6’s 3D
  10. 1:00:39Qt 3D future
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