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by pjmlp 1616 days ago
Qt3D is the ultimate goal for that, yes.

Here is a little secret, thanks to extension spaghetti and driver bugs, there is seldom "without changing a single file" unless it is some toy app, instead of being used across all possible consumer hardware.

Plus you are focusing too much on Qt while being defensive for WebGPU on native deployments, there are plenty of other middleware I can use as example.

2 comments

Qt3D examples use GLSL shaders. This example has 3 shader variants for different platforms https://code.qt.io/cgit/qt/qt3d.git/tree/examples/qt3d/advan...

What are you talking about? Are you saying that https://doc.qt.io/qt-6/qsgmaterialshader.html is less "castrated" than WGSL ? Doesn't look like it. I don't even see the spec, it only says "Vulkan-style GLSL"

>Here is a little secret

Google and Apple definitely have more resources to spend standardizing WGSL (WebGPU has a Conformance Test Suite) than whoever owns QT this time of the year.

Enjoy trying to make WebGPU having any commercial meaning outside the browser, done here.
> while being defensive for WebGPU on native deployments

Because I still haven't heard a single argument against it from you that isn't extremely vague and handwavey.

For example, you skipping over my questions regarding more details on what you think makes WebGPU bad/castrated, or what is making Qt the better choice over WevGPU? (ignoring the fact that Qt doesn't seem to have a common shader language)

I'm open to hear the reasons, but it seems like your goal is to be contrarian.