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  4. Is there ever a reason to use Raw OpenGL Calls vs using the Qt GL Calls?
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Is there ever a reason to use Raw OpenGL Calls vs using the Qt GL Calls?

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  • S Offline
    S Offline
    Sailanarmo
    wrote on last edited by
    #1

    I've been doing quite a bit of digging around and I found this was going to be the best place to ask about it. I am porting a project from wxWidgets into QT. However the wxWidgets project has raw OpenGL calls from glew, and others. As far as I can tell, the calls are exactly identical and the support that QT has for OpenGL is up to date with the most modern GL calls.

    I don't really want to go through the hassle of setting up raw OpenGL if it isn't necessary. But I want to ask if there is any reason to go through that hassle?

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    • fcarneyF Offline
      fcarneyF Offline
      fcarney
      wrote on last edited by
      #2

      Not that I have found. You can even target specific versions of OpenGL:

      QOpenGLFunctions
      or
      QOpenGLFunctions_3_3_Core
      or
      QOpenGLFunctions_4_4_Core
      or
      etc
      

      I would hazard a guess that they support not just most, but all functions depending upon which version you target.

      C++ is a perfectly valid school of magic.

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      • W Offline
        W Offline
        wrosecrans
        wrote on last edited by
        #3

        One reason would be if you want to write code that can run independently from Qt. For example, if you are writing a game engine that is intended to standalone and not depend on Qt, but you also want to make an asset editor that embeds your engine into a Qt app. You might try to avoid doing anything Qt specific when writing the viewport of the Qt app, so that you can easily share that codepath with the actual game engine.

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