OpenGL problems when deploying my final application
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wrote on 13 Mar 2023, 12:18 last edited by
Hi. I have built my final application using Qt 6.4.2, compiled with cmake (CMakeLists.txt) and using the different final executable generation tools in each case (windeployqt, macdeployqt).
My problem is that the app runs correctly in environments such as Windows 11 or MacOS 13, but not in previous versions, which either show a black window, or directly a message that warns me that "OpenGL is not installed" (as happens in Windows Server environments). I have found that by disabling the use of OpenGL, the problem disappears, as stated in the following link:
https://doc.qt.io/QtQuick2DRenderer/
However, by doing that, the final application loses a lot of graphics performance and shows artifacts as you move through the interface.
Is there any way to link the OpenGL or Mesa3D libraries (preferably precompiled) so that the final executable uses these linked libraries instead of looking for those of the operating system?
Thanks in advance :)
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Hi. I have built my final application using Qt 6.4.2, compiled with cmake (CMakeLists.txt) and using the different final executable generation tools in each case (windeployqt, macdeployqt).
My problem is that the app runs correctly in environments such as Windows 11 or MacOS 13, but not in previous versions, which either show a black window, or directly a message that warns me that "OpenGL is not installed" (as happens in Windows Server environments). I have found that by disabling the use of OpenGL, the problem disappears, as stated in the following link:
https://doc.qt.io/QtQuick2DRenderer/
However, by doing that, the final application loses a lot of graphics performance and shows artifacts as you move through the interface.
Is there any way to link the OpenGL or Mesa3D libraries (preferably precompiled) so that the final executable uses these linked libraries instead of looking for those of the operating system?
Thanks in advance :)
wrote on 13 Mar 2023, 14:15 last edited by@Alexuds79 Pack OpenGL or Mesa3D libraries in your app. Also pay attention to its dependencies. Can be messy.
On Windows, you may take a look at this
https://learn.microsoft.com/en-us/windows/win32/dlls/dynamic-link-library-search-orderMacOS is similar to Linux and I guess you can set running time path to OpenGL libs. Then your app will run with the packed OpenGL or Mesa3D libraries.
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