Trusted Software Excellence across Desktop and Embedded
Take a glance at the areas of expertise where KDAB excels ranging from swift troubleshooting, ongoing consulting and training to multi-year, large-scale software development projects.
Find out why customers from innovative industries rely on our extensive expertise, including Medical, Biotech, Science, Renewable Energy, Transportation, Mobility, Aviation, Automation, Electronics, Agriculture and Defense.
High-quality Embedded Engineering across the Stack
To successfully develop an embedded device that meets your expectations regarding quality, budget and time to market, all parts of the project need to fit perfectly together.
Learn more about KDAB's expertise in embedded software development.
Where the capabilities of modern mobile devices or web browsers fall short, KDAB engineers help you expertly architect and build high-functioning desktop and workstation applications.
Extensible, Safety-compliant Software for the Medical Sector
Create intelligent, patient-focused medical software and devices and stay ahead with technology that adapts to your needs.
KDAB offers you expertise in developing a broad spectrum of clinical and home-healthcare devices, including but not limited to, internal imaging systems, robotic surgery devices, ventilators and non-invasive monitoring systems.
Building digital dashboards and cockpits with fluid animations and gesture-controlled touchscreens is a big challenge.
In over two decades of developing intricate UI solutions for cars, trucks, tractors, scooters, ships, airplanes and more, the KDAB team has gained market leading expertise in this realm.
Build on Advanced Expertise when creating Modern UIs
KDAB assists you in the creation of user-friendly interfaces designed specifically for industrial process control, manufacturing, and fabrication.
Our specialties encompass the custom design and development of HMIs, enabling product accessibility from embedded systems, remote desktops, and mobile devices on the move.
Legacy software is a growing but often ignored problem across all industries. KDAB helps you elevate your aging code base to meet the dynamic needs of the future.
Whether you want to migrate from an old to a modern GUI toolkit, update to a more recent version, or modernize your code base, you can rely on over 25 years of modernization experience.
KDAB offers a wide range of services to address your software needs including consulting, development, workshops and training tailored to your requirements.
Our expertise spans cross-platform desktop, embedded and 3D application development, using the proven technologies for the job.
When working with KDAB, the first-ever Qt consultancy, you benefit from a deep understanding of Qt internals, that allows us to provide effective solutions, irrespective of the depth or scale of your Qt project.
Qt Services include developing applications, building runtimes, mixing native and web technologies, solving performance issues, and porting problems.
KDAB helps create commercial, scientific or industrial desktop applications from scratch, or update its code or framework to benefit from modern features.
Discover clean, efficient solutions that precisely meet your requirements.
Boost your team's programming skills with in-depth, constantly updated, hands-on training courses delivered by active software engineers who love to teach and share their knowledge.
Our courses cover Modern C++, Qt/QML, Rust, 3D programming, Debugging, Profiling and more.
The collective expertise of KDAB's engineering team is at your disposal to help you choose the software stack for your project or master domain-specific challenges.
Our particular focus is on software technologies you use for cross-platform applications or for embedded devices.
Since 1999, KDAB has been the largest independent Qt consultancy worldwide and today is a Qt Platinum partner. Our experts can help you with any aspect of software development with Qt and QML.
KDAB specializes in Modern C++ development, with a focus on desktop applications, GUI, embedded software, and operating systems.
Our experts are industry-recognized contributors and trainers, leveraging C++'s power and relevance across these domains to deliver high-quality software solutions.
KDAB can guide you incorporating Rust into your project, from as overlapping element to your existing C++ codebase to a complete replacement of your legacy code.
Unique Expertise for Desktop and Embedded Platforms
Whether you are using Linux, Windows, MacOS, Android, iOS or real-time OS, KDAB helps you create performance optimized applications on your preferred platform.
If you are planning to create projects with Slint, a lightweight alternative to standard GUI frameworks especially on low-end hardware, you can rely on the expertise of KDAB being one of the earliest adopters and official service partner of Slint.
KDAB has deep expertise in embedded systems, which coupled with Flutter proficiency, allows us to provide comprehensive support throughout the software development lifecycle.
Our engineers are constantly contributing to the Flutter ecosystem, for example by developing flutter-pi, one of the most used embedders.
KDAB invests significant time in exploring new software technologies to maintain its position as software authority. Benefit from this research and incorporate it eventually into your own project.
Start here to browse infos on the KDAB website(s) and take advantage of useful developer resources like blogs, publications and videos about Qt, C++, Rust, 3D technologies like OpenGL and Vulkan, the KDAB developer tools and more.
The KDAB Youtube channel has become a go-to source for developers looking for high-quality tutorial and information material around software development with Qt/QML, C++, Rust and other technologies.
Click to navigate the all KDAB videos directly on this website.
In over 25 years KDAB has served hundreds of customers from various industries, many of them having become long-term customers who value our unique expertise and dedication.
Learn more about KDAB as a company, understand why we are considered a trusted partner by many and explore project examples in which we have proven to be the right supplier.
The KDAB Group is a globally recognized provider for software consulting, development and training, specializing in embedded devices and complex cross-platform desktop applications.
Read more about the history, the values, the team and the founder of the company.
When working with KDAB you can expect quality software and the desired business outcomes thanks to decades of experience gathered in hundreds of projects of different sizes in various industries.
Have a look at selected examples where KDAB has helped customers to succeed with their projects.
KDAB is committed to developing high-quality and high-performance software, and helping other developers deliver to the same high standards.
We create software with pride to improve your engineering and your business, making your products more resilient and maintainable with better performance.
KDAB has been the first certified Qt consulting and software development company in the world, and continues to deliver quality processes that meet or exceed the highest expectations.
In KDAB we value practical software development experience and skills higher than academic degrees. We strive to ensure equal treatment of all our employees regardless of age, ethnicity, gender, sexual orientation, nationality.
Interested? Read more about working at KDAB and how to apply for a job in software engineering or business administration.
If you are here from Part 1, you missed Part 2, somehow.
It's a night scene
You have tried everything from the first two parts that seemed applicable, and your screen is still a window to the void? No problem: we’ve gathered another five reasons this could be happening and how to go about fixing them.
Issue 11: Is it a bird, is it a plane?
Your 3D environment (aka: scene) normally has several elements and those elements each have their own properties. One element of particular importance is 'you', the viewer of the scene. If you aren't in a room, you can't be expected to see what is in that room. With 3D scenes, the viewer is usually referred to as the camera. (Unlike in 2D where it's often called a window or view)
Wikibooks: Vertex Transformations
Part of the camera's properties are the near and far clipping planes, which specify the closest point to the camera which is visible, and the furthest away point. Anything closer than the near plane, or further away than the far plane, will be clipped and hence invisible.
Of course, you can get something in between. If your cube is 200 units across, sitting at 900 units from the camera, and the far plane is at 1000 units ... you will see half of it.
The solution here is to set the near and far plane distances appropriately to the scene you're working in: sometimes this is easy, everything is a similar scale and stays a consistent distance to the camera. Other times, it's a huge topic which requires redesigning your renderer to avoid artefacts : especially when you have large distances or tiny objects. For more on this, and why selecting good near/far value is hard, read up 'depth buffer precision'.
Issue 12: I just want to be normal.
When transforming surface normals, it's important to use a correctly derived normal matrix (from your model and view transformations). If this normal matrix is incorrect, your normals will be incorrectly scaled or rotated, and this can break all the the corresponding lighting calculations.
(There's many ways incorrectly loaded, transformed or generated normals can break lighting, more to come in a future part)
Technically you need to compute the transpose of the inverse of the upper 3x3 of your combined model-view matrix. Which is some slightly nasty mathematical juggling. Fortunately, QMatrix4x4 has a helper to compute the correct matrix for you. Just make sure to compute the normal matrix for any of your transformation matrices, and pass this into your shaders as an additional uniform value.
Issue 13:All the world's a stage...
Ready, steady,... and? You have a beautifully crafted startup animation. There are fades, there's camera movement, there's a reflection map swooshing over the shiny surface of your model. Just remember to actually start the animation: in Qt, animations are not played on load (unlike some authoring tools), so maybe you just need to press 'play'.
Issue 14: Triangels. Vertexes. Phong shading.
If you're writing shaders by hand, and you have a misnaming of the attribute in your shader code, compared to the C++ or QML code which binds uniforms or attributes to those names, then most rendering languages will treat the unbound data as 0,0,0,0 in the shader. If it's a colour, you'll get black (if it's a normal or vertex position, it's likely also not what you want). The good news is the shading language doesn't care about your spelling, it just cares that the names you use match. So you can happily use Triangels, so long as you call them that everywhere. (But it will break if someone helpfully fixes your code in one place and not the other...)
If you're lucky, your graphics driver has a debug mode, or some developer tooling, to warn you when you set a name which is not used in the shader. However, there are various techniques which rely on unbound uniforms or attributes efficiently returning zeroes, so the default production driver is unlikely to warn you about this.
Issue 15: Primitive thoughts.
GPUs draw triangles. Lots of triangles, lovely triangles everywhere. But occasionally some old-timer with an SGI Indigo under their desk will mention some other stuff - fans and strips? Or quads? Or maybe you're using tessellation shaders (they are great). All of these things are different primitive types, which tell the GPU what kind of thing we're drawing. Even if you're not using tessellation shaders (where you draw patches), drawing lines can be very useful in industrial and scientific models, and drawing points can be one way to draw many lights (think flying over a city at night) or clouds of particles.
But if you're sending drawing commands yourself, you need to specify the primitive type: even if you've carefully arranged your geometry into buffers and arrays and indexes of beautiful triangles. And if the type is incorrect, you won't see triangles, but maybe just points, which by default are single-fragment dots. Which can be really hard to see, or even invisible (depending on your lighting model and fragment shader).
There are many ways to mess up 3D rendering; new technologies, new languages, new engines are coming out everyday. If we helped you with your issue, or even more than one, great! However, if you are still having issues, we have more help on the way. Why not comment your issue below to possibly have it feature in one of the following parts?
About KDAB
Trusted software excellence across embedded and desktop platforms
The KDAB Group is a globally recognized provider for software consulting, development and training, specializing in embedded devices and complex cross-platform desktop applications. In addition to being leading experts in Qt, C++ and 3D technologies for over two decades, KDAB provides deep expertise across the stack, including Linux, Rust and modern UI frameworks. With 100+ employees from 20 countries and offices in Sweden, Germany, USA, France and UK, we serve clients around the world.