Book Image

Qt5 C++ GUI Programming Cookbook. - Second Edition

By : Lee Zhi Eng
Book Image

Qt5 C++ GUI Programming Cookbook. - Second Edition

By: Lee Zhi Eng

Overview of this book

With the growing need to develop GUIs for multiple targets and multiple screens, improving the visual quality of your application becomes important so that it stands out from your competitors. With its cross-platform ability and the latest UI paradigms, Qt makes it possible to build intuitive, interactive, and user-friendly user interfaces for your applications. Qt5 C++ GUI Programming Cookbook, Second Edition teaches you how to develop functional and appealing user interfaces using the latest version of QT5 and C++. This book will help you learn a variety of topics such as GUI customization and animation, graphics rendering, implementing Google Maps, and more. You will also be taken through advanced concepts like asynchronous programming, event handling using signals and slots, network programming, various aspects of optimizing your application. By the end of the book, you will be confident to design and customize GUI applications that meet your clients' expectations and have an understanding of best practice solutions for common problems.
Table of Contents (15 chapters)

Hello World!

In this chapter, we will learn how to use OpenGL 3 with Qt 5. Common OpenGL functions such as glBegin, glVertex2f, glColor3f, glMatrixMode, and glLoadIdentity have all been removed from OpenGL 3. OpenGL 3 uses vertex buffer objects to send data to the GPU in batches instead of sending them one by one through functions such as glVertex2f(), which slows down the rendering while waiting for the CPU to submit the data one by one. Therefore, we will pack all of the data into vertex buffer objects and send it all in one huge package to the GPU and instruct the GPU to calculate the resulting pixels through shader programming. We will also be learning about how to create simple shader programs through a C-like programming language called OpenGL Shading Language (GLSL).

How to...