Personally I still think it would be far more logical to delegate the ANGLE vs OpenGL decision to runtime, by including plugins for both backends with all Windows distributions.
Having different packages seems to confuse a lot of Qt developers and complicates deployment matters, whereas a plugin based approach would solve these issues and also give end users the option to try a different graphics backend if the current one isn't working out for them. Many game engines do this, so why shouldn't Qt also be able to? -- Jake Petroules Chief Technology Officer Petroules Corporation ยท www.petroules.com Email: [email protected] On Jul 4, 2013, at 9:06 PM, Sze Howe Koh <[email protected]> wrote: > Good find, Mark. Forwarding the typo to the Web mailing list. > > The MinGW package is labelled "Qt 5.1.0 for Windows 32-bit (MinGW 4.8, > 666 MB)", but the filename is > qt-windows-opensource-5.1.0-mingw48_opengl-x86-offline.exe -- one of > them is wrong. > > On a related note, would it be helpful for newcomers if ANGLE-based > packages to explicitly labelled as such? After all, ANGLE is the odd > one out -- everything else uses OpenGL. > > Qt 5.1.0 for Windows 32-bit (MinGW 4.8, ANGLE, xxx MB) > Qt 5.1.0 for Windows 32-bit (MinGW 4.8, OpenGL, xxx MB) > > > Regards, > Sze-Howe > > On 4 July 2013 22:34, Mark <[email protected]> wrote: >> >>>> That's probably a typo in the download page since the actual download >>>> link does contain opengl in it [1]. >>>> >>>> [1] >>>> http://download.qt-project.org/official_releases/qt/5.1/5.1.0/qt-windows-opensource-5.1.0-mingw48_opengl-x86-offline.exe > > [...] > >> Guess i found a typo then ;) > _______________________________________________ > Development mailing list > [email protected] > http://lists.qt-project.org/mailman/listinfo/development
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