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QT 5.1: Pure desktop OpenGL in widget?

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  • SGaistS Offline
    SGaistS Offline
    SGaist
    Lifetime Qt Champion
    wrote on last edited by
    #2

    Hi,

    Please don't post the same thread in multiple sub-forum, one is enough

    "Duplicate":http://qt-project.org/forums/viewthread/33021/

    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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    • S Offline
      S Offline
      semos
      wrote on last edited by
      #3

      Sorry, I don't know, which forum is better for this topic.

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      • V Offline
        V Offline
        Vaquita Tim
        wrote on last edited by
        #4

        bq. 2) ...Angle and OpenGL|ES. For my editor, I preffer pure desktop OpenGL, how can I force QT to use it?

        You mean Qt ;-)

        I would like to do the same at some point probably, but I didn't do it so far. Still, I think the answer to this lies in how you configure the Qt libraries to be built.

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        • SGaistS Offline
          SGaistS Offline
          SGaist
          Lifetime Qt Champion
          wrote on last edited by
          #5

          For that question it should be:

          @configure -opengl desktop@

          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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          • V Offline
            V Offline
            Vaquita Tim
            wrote on last edited by
            #6

            Thanks S :-) Just need to find the time...

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            • Z Offline
              Z Offline
              ZapB
              wrote on last edited by
              #7

              Instead of using QGLWidget (this will see no further development but a direct replacement for it is planned probably for 5.3), what you can do is as you say to use QWindow + QOpenGLContext for your GL content. You cna then embed this into your widget-based application using QWidget::createWindowContainer( myGLWindow ). See http://doc-snapshot.qt-project.org/qt5-release/qtwidgets/qwidget.html#createWindowContainer

              Nokia Certified Qt Specialist
              Interested in hearing about Qt related work

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              • S Offline
                S Offline
                semos
                wrote on last edited by
                #8

                Thank You ZapB! This looks very usable!

                SGaist: thanks, I found this solution to. But I considered, OpenGL|ES is sufficient for my project, finally.

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

                  OK good. By the way, for particle effects, you will be able to get much better performance by making use of desktop OpenGL facilities such as transform feedback objects which allow you to perform the particle updates on the GPU.

                  Nokia Certified Qt Specialist
                  Interested in hearing about Qt related work

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                  • S Offline
                    S Offline
                    semos
                    wrote on last edited by
                    #10

                    Yes, I used desktop OpenGL many years in game development. Furtunately, this new project is only editor for physical objects. I need only model and lot of gizmos :-). Performance is minor. But thank you for this notice.

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

                      Ah sorry I misunderstood. I thought you were doing more work on your original editor (which looks very cool btw). Have fun!

                      Nokia Certified Qt Specialist
                      Interested in hearing about Qt related work

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                      • S Offline
                        S Offline
                        semos
                        wrote on last edited by
                        #12

                        Thank you :-)

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