<html><body>Hi, <br><br>firstly, thanks for your interest. <br><br>On Fri, Mar 25, 2016 at 3:12 AM, massimo di stefano <massimodisasha@gmail.com> wrote:<blockquote><div style="word-wrap: break-word; -webkit-nbsp-mode: space; -webkit-line-break: after-white-space;"><div>can you please explain us your approach to develop a Qt based map canvas?</div><div><br></div><div>While the development of a window for each module is pretty straightforward </div><div>(the use of g.parser and a template.ui should make this task relatively easy) </div><div><br></div><div>I was wondering if you considered the adoption of modern OpenGL based rendering system.</div></div></blockquote><p><br></p>On Fri, Mar 25, 2016 at 3:33 AM, Anna Petrášová<br><kratochanna@gmail.com> wrote:<br><br>> I thought this project would be about using the<br>>current rendering system and focusing on rewriting to qt plus<br>>refactoring of the current code because that alone is a lot of work<br>>if you are not familiar with the current codebase. Better rendering<br>>could be added later on. But I think Ondrej is open to suggestions.<p></p><p> </p><p>Exactly as Anna said. My primary object is rewriting to qt. It means that it depends on the time and my works, primarily I want to develop something most similar to current project, just in Qt. Now I'm just personally exploring your ideas (vispy and datashader) and if everything goes well, I can try it. But it's just additional goal (but very attractive). <br></p><p><br></p><p>Best, Ondřej<br></p><p><br></p><p><br></p><blockquote><div style="word-wrap: break-word; -webkit-nbsp-mode: space; -webkit-line-break: after-white-space;"><div></div></div></blockquote></body></html>