Am 18.02.2014 um 15:25 schrieb Agocs Laszlo <laszlo.ag...@digia.com>:
> Nothing stops you from "using OpenGL in a Qt application", what you cannot do > is mixing QGLWidget with other widgets. Take hellogl_es2 for example and > strip out the MainWindow with all the widgets. If you only have the QGLWidget > and nothing else, it will work fine on eglfs too. You must have meant "you cannot mix Q*Open*GLWidget" (yet) with QGLWidget? Wasn't there as well the suggestion (in some Qt blog) to use a QWindow with a GL surface (write all the tedious boilerplate code you now are supposed to write yourself *ahem*) and then "wrap" that QWindow into a QWidget (with a "wrapper" class/container: QWidget::createWindowContainer())? And that Q*Open*GLWidget would implement exactly that, so /we/ don't have to write the boilerplate code and basically end up with what we had with the *previous* QGLWidget, except that the new QOpenGL classes grok better together with recent OpenGL 4.x context? So what you suggested is that if I want to start using OpenGL *now* (Qt 5.2) I should be using QWindow with GL surface, write the boilerplate code myself (all that initialiseGL, updateGL, resizeGL stuff) and wrap that into a "QWidget container"? And once Qt >=5.4 appears I would throw away my QWindow based class (see "boilerplate code") and start using Q*Open*GLWidget - correct? Is that the (simplified) story? :) Cheers, Oliver P.S. Yes, we really want *QWidgets* & OpenGL here ;) _______________________________________________ Interest mailing list Interest@qt-project.org http://lists.qt-project.org/mailman/listinfo/interest