Comments (10)
https://github.com/wang-bin/mdk-examples/tree/master/Qt/qmlrhi
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或者说把示例代码迁移到RHI
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qt 的rhi还没仔细看,大概可以通过QRhiNativeHandles来访问图形api相关的对象,然后生成mdk的相应的RenderAPI
对象设置给player就行。目前RenderAPI
支持opengl和d3d。metal预计下个月就能支持。vulkan最后(vulkan有很多恶心的设计)。RenderAPI
的例子可以参考https://github.com/wang-bin/obs-mdk/blob/master/mdkvideo.cpp#L97 、https://github.com/wang-bin/mdk-examples/blob/master/GLFW/glfwplay.cpp#L258 、https://github.com/wang-bin/mdk-examples/blob/master/WindowsStore/XamlCx/OpenGLESPage.xaml.cpp#L30 以及wiki https://github.com/wang-bin/mdk-sdk/wiki/Render-API。
mdk有了RenderAPI
理论上就能支持任意的应用环境。
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等qrhi接口公开后我会加例子
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明白了,谢谢。
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目前QML的例子用的是FBO,这样就完全和OpenGL绑定了,明显与RHI的初衷不符,希望能增加一个基于RHI的QML例子。
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看到qt的例子了,我会尽快写个
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现在就等MDK支持Vulkan了
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问一下哈,我看0.9.0引入了GLRenderAPI
,RHI例子用的是Qt的FBO,为什么不用GLRenderAPI
做呢?是因为用FBO最简单吗?
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不管什么情况GL 都是绘制在一个fbo上的,只不过由于gl的特点用户不需要把相关信息传给mdk,也在考虑后面把fbo传过来,这样用户代码更简洁,例子的render函数里不需要判断是否gl了。其他的接口比如d3d 是必须传些信息才能绘制。glrenderapi 目前只是用来配置内部创建的上下文的参数,可以测下glfwplay的-gl参数。用户提供的gl上下文一般情况下不需要配置
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