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 ;)
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