We are happy to release a new SDDM with a few improvements.
SDDM is a Qt based graphical login manager developed in a collaborative fashion by people from Liri, KDE and LXQt.
This new version include the following changes:
* Added possibility to change border width of ComboBox widget.
* Added missing utmp/wtmp/btmp handling.
* Make greeter see icons set by AccountsServices.
* Fix sddm.conf man page syntax error and update.
* Fix ComboBox widget.
* Fix connection of PropertiesChanged event for LogindSeat.
* Avoid race conditions with Xsetup.
* Update de translation.
* Update lt translation.
* Update zh_TW translation.
* Adjust order of components in the default PATH.
* Set default input method to qtvirtualkeyboard.
While it is possible to draw scenes with almost unlimited numbers of lights using deferred rendering in Qt 3D, the default materials in Qt 3D Extras have been limited to eight lights because they are tied to forward rendering. Although we apply a few tricks that allow you to define more than eight lights in the scene, we only select the eight closest lights when rendering.
In the scene below, we have defined 100 lights that float around, but because only 8 of them are in use at the time and you can see how they pop in and out:
Although it’s possible to support more lights in other pipelines (this is for instance the case with the Qt 3D Studio Runtime), we also want the default materials in Qt 3D Extras to be able to use a larger number of lights, even when used with forward rendering.
The reason behind the current limit is that we need to support a range of OpenGL architectures, including some which are quite limited in terms of how much uniform data can be passed to the shader. We therefore need to pass a small array of light structs to the shader and loop over the lights in the fragment shader. Unfortunately, such loops are also very expensive on hardware with limited resources because they compile to a large number of shader program instructions. Sometimes so many that the resulting shader program won’t compile at all.
We have therefore started work on a solution that will both allow us to increase the number of lights on beefy hardware and at the same time reduce the number of shader program instructions on weaker hardware. It is based on Qt 3D’s new internal shader graph, which was recently introduced by Kevin Ottens from KDAB.
The shader graph is a game changer for Qt 3D. It allows us to build shaders dynamically with a structure similar to the material graphs you find in many modern 3D modeling applications. Each node in the graph can be thought of as a function – it is defined as a computation, takes a set of input values, and produces output values. For instance, a surface node can take the incoming and outgoing angles of light, the light color, and the surface color, and compute the resulting light contribution. By connecting nodes in the graph, you define the flow of computations in the shader
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