OK, that makes sense. Yeah, hidden uses of GL (by mistake or not) is 
what I'm worried about.

I thought that I could make sure this won't happen by building a minimal 
Qt (no Qml, no WebEngine or WebKit, etc) and with "-no-opengl", but that 
won't work as it results in build errors.


On 22/03/15 18:30, Agocs Laszlo wrote:
> As long as the application is pure widgets, without ever using QOpenGL/QGL 
> classes or QQuickWidget, it will not attempt to initialize any OpenGL stuff. 
> (if that's not the case, it's a bug, we had some of these recently, like 
> QTBUG-43832) This means that not having OpenGL or ANGLE working (or 
> available) is not a problem for such apps.
>
> Starting with 5.5 the only type of pre-built packages for Windows are the 
> dynamic GL ones, so the confusion of needing to ship ANGLE libs even for 
> widget-only apps will go away.
>
> Cheers,
> Laszlo
>
>
> ________________________________________
> From: interest-bounces+laszlo.agocs=theqtcompany....@qt-project.org 
> <interest-bounces+laszlo.agocs=theqtcompany....@qt-project.org> on behalf of 
> Giuseppe D'Angelo <dange...@gmail.com>
> Sent: Sunday, March 22, 2015 4:48 PM
> To: Nikos Chantziaras
> Cc: interest@qt-project.org
> Subject: Re: [Interest] Is the OpenGL vs Angle distinction important for 
> widget apps?
>
> On 22 March 2015 at 10:28, Nikos Chantziaras <rea...@gmail.com> wrote:
>> For applications that don't use Qml and only use QWidget, does it matter
>> whether Qt was built with OpenGL or Angle on Windows?
>
> It still matters because
>
> 1) ANGLE means extra dependencies to be shipped along your app
> 2) ANGLE does not work on Windows XP
>
> So for pure-widgets applications it might make more sense to use the
> Desktop OpenGL build of Qt. YMMV :)


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