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Modern OpenGL pipeline implementation in Qt

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  • S Offline
    S Offline
    sasmaster
    wrote on 12 Sept 2011, 08:16 last edited by
    #1

    Hi all.I am new to -QT- Qt and I need to develop a desktop app with GUI which utilizes OpenGL 3x (modern not fixed pipeline ). I read the docs and the OpenGL examples seem to be fixed pipeline. Does -QT- Qt at all supports OpenGL 3.1/4.1 version ? Are there any examples on how to load vert/frag shaders, create buffers and programs "-QT- Qt way" ?

    Thanks .

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    • T Offline
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      task_struct
      wrote on 12 Sept 2011, 08:48 last edited by
      #2

      Hi,

      take a look at "Qt 3D":http://doc.qt.nokia.com/qt3d-snapshot/index.html and "QGLShaderProgram":http://doc.trolltech.com/4.7-snapshot/qglshaderprogram.html
      I think this will help you.

      "Most good programmers do programming not because they expect to get paid or get adulation by the public, but because it is fun to program."

      • Linu...
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      • M Offline
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        minimoog77
        wrote on 18 Sept 2011, 11:01 last edited by
        #3

        Well I did give you example of which uses programmable pipeline. :)

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        • S Offline
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          sasmaster
          wrote on 18 Sept 2011, 11:03 last edited by
          #4

          Yes ,man ,thanks .Now I think I forgot using VBO...

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          • M Offline
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            minimoog77
            wrote on 18 Sept 2011, 11:07 last edited by
            #5

            My recommendation for VBO, use 'packed' vertices with stride parameter.

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            • S Offline
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              sasmaster
              wrote on 18 Sept 2011, 11:21 last edited by
              #6

              Sorry ,but what do you mean by "stride parameter. " ?

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              • M Offline
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                minimoog77
                wrote on 18 Sept 2011, 11:35 last edited by
                #7

                You have packed vertices in one array of this struct:

                @Struct Vertex {
                float x, y, z;
                float nx, ny, nz;
                float some_vertex_attribute;
                }@

                Which has size, 28 bytes, if I am not wrong.

                Stride parameter is byte offset between consecutive vertices, then for example, x, y, z (vertex pos) stride would be, you guess, 28 bytes: the driver would take three floats, and then will jump 28 bytes, take three floats, then jump, etc...

                I hope you understand.

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                • S Offline
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                  sasmaster
                  wrote on 18 Sept 2011, 11:39 last edited by
                  #8

                  I think I got you.You mean packing different data for the vertex buffer in a single vertex array.Like vertices positions,color, like :
                  @
                  GLfloat vertAndColors[]={
                  23.0f,12.0f,23.43f,/vertex 1 /0.23f,0.75f,1.0f.1.0f / RGBA color for that vertex/ ,
                  ....
                  ......
                  ........
                  }
                  @
                  ?

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                  7/8

                  18 Sept 2011, 11:35

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