Introduction Back in the days when Qt was owned by Nokia, a development team in Brisbane had the idea of making it easy to incorporate 3D content into Qt applications. This happened around the time of the introduction of the QML language and technology stack, and so it was only natural that Qt3D should also […]
Blog Archives
OpenGL in Qt 5.1 – Part 5
This article concludes our series on what is new in Qt 5.1 with respect to OpenGL. Earlier articles in this series are available at: Part 1 Part 2 Part 3 Part 4 More shader stages In Qt 5.0 the QOpenGLShader and QOpenGLShaderProgram classes only had support for Vertex and Fragment shaders. Qt 5.1 will include […]
OpenGL in Qt 5.1 – Part 4
This article continues our series on what is new in Qt 5.1 with respect to OpenGL. Earlier articles in this series are available at: Part 1 Part 2 Part 3 OpenGL Debug Output The traditional way to debug OpenGL is to call glGetError() after every GL function call. This is tedious, clutters up our code, […]
OpenGL in Qt 5.1 – Part 3
This article continues our series on what is new in Qt 5.1 with respect to OpenGL. If you haven’t already seen them, you may be interested in reading Part 1 and Part 2. Timer Queries OpenGL on the desktop exposes a very useful tool in the shape of timer query objects. These can be used […]
OpenGL in Qt 5.1 – Part 2
Qt has QOpenGLBuffer to manage OpenGL buffer objects like per-vertex attribute data and element index buffers. OpenGL also has a container type call Vertex Array Objects managing vertex buffer objects.
OpenGL in Qt 5.1 – Part 1
Firtst in a blog series that shows how to use OpenGL with Qt 5. We shall take a quick look at Qt’s historical support for OpenGL and then describe the first batch of new features in Qt 5.1 that enhance Qt’s OpenGL