![]() ![]() But the edges of the palm rest - well, all of the edges are really sharp, which is quite painful when typing. The keyboard is nice, much better than the one on the 2015 macbook pro, so Apple was able to make some progress. Yes, it’s very fast, that’s what everyone says, and it’s true: Qt builds in a mere 20 minutes. It’s not bad, but it would never be my favorite. #Krita for mac how toWe first need to build the libraries that Krita uses, and some of those seem to build as X86, and some as ARM, and we haven’t figured out how to fix that yet. We haven’t succeeded in actually making an ARM build yet. #Krita for mac installXCode took about two hours to install and managed to crash the system settings applet in the process. Looks like the macOS build of Kate isn’t notarized yet, or maybe I need to use the binary factory build for that. Weirdly enough, X86 Firefox doesn’t seem to be able to load any website, and Safari is very annoying. Krita itself, the x86 build, runs fine: the performance is much better than on my 2015 15″ macbook pro, and rosetta seems to even translate the AVX2 vectorization instructions we use a lot. KDAB has published a library to integrate support for the touchbar: kdmactouchbar - so on that front we might see some support coming. But apart from that, it’s nice and smooth. There is one problem, though, and that’s that the pressure curve of the Apple Pencil seems to be seriously weird, so I first thought I was painting with a sketch engine brush. I mainly got this device to test Krita on and make ARM builds of Krita, but it’s also the first macbook anyone in the Krita community that allows playing with sidecar and has a touch strip. ![]() ![]() #Krita for mac PatchAnd we’re a bit daunted, but only a bit: we already patch the heck out of Qt anyway.Īuthor Halla Posted on MaMaCategories hacking, krita, krita, planet, software A new macbook pro - first impressions We also want to strip out the CPU-based canvas in Krita and port our usage of QPainter on OpenGL surfaces to straight OpenGL.Īnd finally, something we should have done during the port to Qt5, we’ll move uploading the canvas textures into a thread, which should solve the performance problems on macOS.Īll in all, it was a very focused and very productive meeting, though I guess the conclusion might be a bit startling. Sharaf Zaman has succeeded in prototyping that, so we know it can be done now something we lost in the migration from Qt4 to Qt5. In the meantime, using Qt 5.12, we’ll move forward adding QtQuick based elements to Krita.Īnd we’ll try to make a QtQuickWindow based version of Krita for Android. #Krita for mac windowsWe will patch Qt6 to render OpenGL using Angle on Windows and macOS. So we had a big blue button meeting on Friday, where we discussed this issue and some other issues. We could try to rewrite all of Krita in QtQuick and integrate our canvas into QtQuick’s render loop: but yes, that means a complete rewrite, because you cannot put a QWidget in a QtQuickWindow, and putting QtQuick into a QWidget window means you’re rendering using OpenGL, which breaks on Windows, now that Qt6 doesn’t come with an Angle option. We could try to rewrite our canvas in QRhi, the semi-private GPU API abstraction Qt 5.15 and up provides - though it might not have enough functionality for us, since it us just written for what Qt needs for QtQuick. The options open to us were all confusing: we could try to write Krita’s canvas directly in Metal, OpenGL and Direct3D and show those in native windows in our QtWidgets based application. ![]() I have previously written about this subject, and back then couldn’t reach any conclusion. ![]()
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