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  4. [Solved] Qt5 OpenGL reports wrong glVersion
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[Solved] Qt5 OpenGL reports wrong glVersion

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  • B Offline
    B Offline
    Babalas
    wrote on last edited by
    #7

    This is working for me, and it is nice that the default is now taking affect. Thanks for your help.

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    • Z Offline
      Z Offline
      ZapB
      wrote on last edited by
      #8

      Great stuff! Thanks for testing. I'll take a look at the windows side of things today.

      Nokia Certified Qt Specialist
      Interested in hearing about Qt related work

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      • Z Offline
        Z Offline
        ZapB
        wrote on last edited by
        #9

        You should be able to request, get and verify an OpenGL 4.x context on Windows too now. I@ve tested up to 4.2 which is the highest my drivers supports at present.

        Nokia Certified Qt Specialist
        Interested in hearing about Qt related work

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        • M Offline
          M Offline
          manishsharma
          wrote on last edited by
          #10

          I am facing this issue with the latest Qt code (gitorious). I have following environment.
          Qt build on windows 7 using vs2010:
          configure -developer-build -opensource -nomake examples -nomake tests -mp -opengl desktop

          I can see OpenGL 4.3 (Quadro K1000M/PCIe/SSE2 with 333 ext.) when i run Gpucaps. But when i run Qt applications and try to get GL_VERSION it returns 2.1.2

          Any idea?

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          • Z Offline
            Z Offline
            ZapB
            wrote on last edited by
            #11

            How are you creating your context? Can you paste the code please?

            Nokia Certified Qt Specialist
            Interested in hearing about Qt related work

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            • M Offline
              M Offline
              manishsharma
              wrote on last edited by
              #12

              ZapB thanks for reply.

              I am running this below sample app
              http://qt-project.org/doc/qt-5.0/qtquick/scenegraph-openglunderqml.html

              And inside "Squircle::paint()":http://qt-project.org/doc/qt-5.0/qtquick/scenegraph-openglunderqml-squircle-cpp.html function i am trying to get opengl verison like below

              @char *ver = (char *) glGetString(GL_VERSION);@

              And it returns opengl version 2.1.2.

              As a workaround i am doing following, this fixes the issue somewhat. But problem is that when i set version more than 3.1 i get a black blank screen.

              @ QQuickView view;
              QSurfaceFormat format;
              format.setProfile(QSurfaceFormat::CoreProfile);
              format.setVersion(3, 1);
              view.setFormat(format);
              @

              But i don't want to hard code any opengl version. Why Qt is not returning a correct opengl version? Other interesting thing which i noticed when i was debugging, inside the Qt in below code during initialization it returns correct version 4.3.0; but somehow it never gets reflected.

              @QWindowsOpenGLContextFormat QWindowsOpenGLContextFormat::current()
              {
              QWindowsOpenGLContextFormat result;
              const QByteArray version = QOpenGLStaticContext::getGlString(GL_VERSION);
              .
              .
              .
              }
              @

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              • A Offline
                A Offline
                agrum
                wrote on last edited by
                #13

                Hi,

                I'm trying to use the new Qt / openGL design. Every time I get a success, I realize there is something wrong once again.

                First I would like to point out that the sample here doesn't work (Win7 VS2010):
                "OpenGL Window Example":http://qt-project.org/doc/qt-5/qtgui-openglwindow-example.html
                It gives me a black screen and that's it. But no worries, many samples out there seems to be from 5.0, 5.1 or an unknown version in between and none actually works on 5.2. Didn't try on 5.1, 5.0 nor 5.3 Beta.
                And I did install this version of Qt :
                "Qt5.2 VS2010 OpenGL":Qt 5.2.1 for Windows 32-bit (VS 2010, OpenGL, 517 MB)
                So I don't know if this bug applies to me :
                "Windows builds should ship a standard Open GL build":https://bugreports.qt-project.org/browse/QTBUG-28715

                The trick I found was to remove the QOpenGLFunctions from the inheritance of OpenGLWindow and used a QOpenGLFunctions_4_3_Core instead as an attribute of the class.
                Then instead of calling "initializeOpenGLFunctions();", I get the functions from the newly created context with versionFunctions() and then initialize this set of functions.

                After this step, I finally got a visual. The magical triangle that is, even ten years later, still a long and painful process to obtain when changing API.

                Anyway, after that I though I was finally free to do whatever. But no.
                In the code I was barbarically casting the return of "m_context->versionFunctions();" to "QOpenGLFunctions_4_3_Core*". But when I try to be more gentle and dynamic cast it to the proper class, I get a NULL. When debugging I noticed that the original class was in fact a QOpenGLFunctions_2_1.

                So I came back to the source. I realized that my surface format was by default set for 2.1. So I changed that to 4.3 before calling show(). Then I checked and :
                My surface format is 4.3, horayyy
                My context format is 4.3 horayyyyy
                The dynamic cast works horaayyyy!!
                But the window is black.

                So what ? please what ?

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                • Z Offline
                  Z Offline
                  ZapB
                  wrote on last edited by
                  #14

                  First of all, yes, QSurfaceFormat defaults to requesting a 2.x context as this is the minimum required for Qt Quick 2. If you want an OpenGL 4.3 context you need to ask for it via QSurfaceFormat::setVersion() as you found.

                  Second, there is no need to cast the result form QOpenGLContext::versionFunctions() if you use the templated version of it. e.g.

                  @
                  m_funcs = context->versionFunctions<QOpenGLFunctions_4_3_Core>();
                  if (!m_funcs)
                  // something went wrong. fallback or bail out
                  @

                  As to why you see nothing when using OpenGL 4.3 I suspect that is because that example is written against older style OpenGL as evidenced by the fact it worked with OpenGL 2.x profile. To test this you could ask for an OpenGL 4.3 Compatibility profile context so that the stuff which is deprecated and removed in the core profile is still available. See QSurfaceFormat::setProfile().

                  Alternatively you would need to port the rest of the example to use only Core profile features. That is remove all of the fixed function pipeline calls and built in shader uniforms. Also you would need to tweak the shaders to use in/out rather than attribute/varying.

                  Good luck.

                  Nokia Certified Qt Specialist
                  Interested in hearing about Qt related work

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                  • A Offline
                    A Offline
                    agrum
                    wrote on last edited by
                    #15

                    Ohhhh god I love you.
                    Compatibility profile worked. However, opengl.org is down from my side. I can't check what's supported in 3.1 core and what has been thrown away.
                    On the shaders, I clearly specify the version 420, so if it compile, am I good to assume there is no problem there ? I use gl_Position still, but I don't recall having an alternative.
                    On the code, the only functions used with QOpenGLFunctions are :
                    glClear(), glViewport(), glDrawArrays().
                    The other calls are made from the program itself :
                    link(), bind(), enableAttributeArray(), setAttributeBuffer(), disableAttributeArray(), release().
                    And finally, I use QOpenGLBuffers for my meshes info :
                    create(), setUsagePattern(), bind(), allocate().

                    That's it. I know glViewport and glDrawArrays are not deprecated. Is glClear my issue ?
                    Also, the context does a swapBuffers(), is it ok ?

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                    • A Offline
                      A Offline
                      agrum
                      wrote on last edited by
                      #16

                      I check the glError after each call and an error pops up for each call to QOpenGLShaderProgram::setAttributeBuffer :
                      "m_program->setAttributeBuffer("posAttr", GL_FLOAT, 0, 2);"
                      "m_program->setAttributeBuffer("colAttr", GL_FLOAT, 0, 3);"
                      This error doesn't show up for compatibility profile. Safe to assume this is my culprit ?
                      Any idea ?

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                      • Z Offline
                        Z Offline
                        ZapB
                        wrote on last edited by
                        #17

                        The problems will be in the shaders themselves.

                        The vertex shader has code like this for the input vertex attribute variables:

                        @
                        attribute vec2 posAttr;
                        attribute vec3 colAttr;
                        @

                        The attribute keyword is gone in the Core profile. Instead yuo have to use "in":

                        @
                        in vec2 posAttr;
                        in vec3 colAttr;
                        @

                        And in the vertex shader instead of using "varying" for the output you use "out". You still need to write to gl_Position as the input to the rasterizer though.

                        Then in the fragment shader for the input variables you no longer use "varying" but rather "in".

                        For the fragment shader output the old built-in variable gl_FragColor is gone. Instead you must define your own output variable for the fragment shader and write to that. Something like this...

                        @
                        out vec4 fragColor;
                        ...
                        void main()
                        {
                        ...
                        fragColor = vec4(...);
                        }
                        @

                        Hope this helps.

                        Nokia Certified Qt Specialist
                        Interested in hearing about Qt related work

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                        • A Offline
                          A Offline
                          agrum
                          wrote on last edited by
                          #18

                          My shaders are arleady set to version 420

                          @#version 420

                          in vec2 posAttr;
                          in vec3 colAttr;

                          uniform mat4 matrix;

                          out vec4 vCol;

                          void main() {
                          vCol = vec4(colAttr, 1.0);
                          gl_Position = matrix * vec4(posAttr, 0.0, 1.0);
                          }@

                          @#version 420

                          in vec4 vCol;

                          out vec4 fCol;

                          void main() {
                          fCol = vCol;
                          }@

                          Is there an issue ?

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                          • Z Offline
                            Z Offline
                            ZapB
                            wrote on last edited by
                            #19

                            You tell me ;) Do they compile and link? Can you obtain the locations of the attributes?

                            Are you creating and binidng a vertex array object anywhere? Core profile requires that you bind a vertex array object. This can be as simple as creating a QOpenGLVertexArrayObject instance and in your init function doing:

                            @
                            m_vao.create();
                            m_vao.bind();
                            @

                            Of course that is the minimal way to do it. You can have multiple VAOs in a program.

                            Nokia Certified Qt Specialist
                            Interested in hearing about Qt related work

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                            • A Offline
                              A Offline
                              agrum
                              wrote on last edited by
                              #20

                              Direct hit :D.
                              My shaders were compiling, no problem on this side (otherwise I wouldn't be able to see anything with the 2.1 profile anyway).
                              The problem was the VAO. As soon as I created/binded one in my init then bind it the rendering, "pouf" it worked.

                              Thanks for the help. That was some kick ass troubleshooting you've done here :D.

                              Cheers.

                              PS : Maybe update the sample in the Qt Wiki. I don't think there is any example that works for 5.2 out there.

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                              • Z Offline
                                Z Offline
                                ZapB
                                wrote on last edited by
                                #21

                                Great! Glad you got it working.

                                I plan to add some examples to Qt for 5.4 showing some of the newer OpenGL features and the helpers in Qt.

                                BTW, in case you or anybody else is interested, KDAB offers training courses in "Modern OpenGL and Qt":http://www.kdab.com/training/courses/modern-opengl-with-qt/

                                Happy hacking!

                                Nokia Certified Qt Specialist
                                Interested in hearing about Qt related work

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                                • SGaistS Offline
                                  SGaistS Offline
                                  SGaist
                                  Lifetime Qt Champion
                                  wrote on last edited by
                                  #22

                                  And if I may, the courses are worth both the time and money !

                                  Interested in AI ? www.idiap.ch
                                  Please read the Qt Code of Conduct - https://forum.qt.io/topic/113070/qt-code-of-conduct

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                                  • Z Offline
                                    Z Offline
                                    ZapB
                                    wrote on last edited by
                                    #23

                                    Hehe, thanks Samuel. Also good to get feedback :)

                                    Nokia Certified Qt Specialist
                                    Interested in hearing about Qt related work

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