[Android-development] Legacy opengl code issue
yellowlemontree0821 at gmail.com
Wed May 29 09:11:45 CEST 2019
QOpenGLFunctions_3_0* funcs = 0;
funcs = QOpenGLContext::currentContext()->versionFunctions<QOpenGLFunctions_3_0>();
I am still in search of a solution of using old opengl code in new
android version of Qt. In the above way snippet I am trying to use
glCallList, but I am getting error before even building, for
error: unknwon type name QOpenGLFunctions_3_0, it is not building. I
included the file QOpenGLFunctions_3_0 header.
When I goto qopenglfunctions_3_0.h header I see QOpenGLFunctions_3_0
class is greyed out I think its disable.
Is there anything I am missing for this. Any suggestions highly appreciated.
On Mon, 27 May 2019 at 21:39, Sujan Dasmahapatra <
yellowlemontree0821 at gmail.com> wrote:
> qopenglfunctions_3_0.h I tried to include this header, and tried to
> compile with android version of Qt 5.9.1, but it gives error, driver error
> it looks like. I don't even find the necessary library and headers in the
> Qt folder. I am still searching it, one thing I understood if it has to
> work, then this is the only way it can happen by including
> qopenglfunctions_3_0.h this header and QOpenGLFunctions.
> Thanks for your advise. I will update you if its successful.
> Best Regards
> On Mon, 27 May 2019 at 18:35, timday <timday at bottlenose.demon.co.uk>
>> OK I never found the need to include anything other than
>> QOpenGLFunctions which seems to usefully define a minimal subset which
>> works on GL and GLES and was good enough for my uncomplicated purposes.
>> I just grepped through the qopenglfunctions_3_0.h file and was a bit
>> surprised to see it does define a glBegin member amongst other things
>> in a section commented "// OpenGL 1.0 deprecated functions". I'd have
>> to admit I never quite understood how/when those versioned
>> QOpenGLFunctions classes were supposed to be used, but I note there's a
>> QOpenGLFunctions_3_3_Core which doesn't define glBegin and the like,
>> and is maybe supposed to be the subset common to GL and GLES?
>> On Mon, 2019-05-27 at 08:57 +0530, Sujan Dasmahapatra wrote:
>> > Ya Tim I tried for the past few days, and conclude that I need to re-
>> > write the opengl calls to with shader program and VBOs. No other
>> > alternative. Using clean opengl in android hardware is more than
>> > impossible. Though QOpenGLFunctions_3_0.h has all old opengl APIs but
>> > android doesn't support them.
>> > Legacy code can be used with mingw version of Qt. But android version
>> > will not support these functions. And GLES API set doesn't have clean
>> > OpenGL functions they're all shader based.
>> > Still if any one has got any idea of legacy code if can be built with
>> > android do let me know. I am anyway started porting the app for
>> > shader based. Thanks a lot for your reply.
>> > Best Regards
>> > Sujan
>> > On Mon, 27 May 2019 at 01:52, timday <timday at bottlenose.demon.co.uk>
>> > wrote:
>> > > On Sun, 2019-05-26 at 23:31 +0530, Sujan Dasmahapatra wrote:
>> > > > I am using Qt 5.9.1 for android. My opengl code is legacy code
>> > > where
>> > > > many opengl API's are obsolete in it. Like glBeging to
>> > > glCallList
>> > > > etc.
>> > > >
>> > > > how can I make it work with this version of Qt.? Do I need to
>> > > > configure it with new set of source of Qt.
>> > > >
>> > > > Any suggestions highly appreciated.
>> > >
>> > > To get it to work on Android you'll have to do the work of porting
>> > > it
>> > > to the OpenGL ES APIs (probably including getting familiar with
>> > > vertex
>> > > buffers and GL shaders too, if the legacy code relies on the old
>> > > "fixed
>> > > function pipeline" model). The GLES API is all that the Android
>> > > (and
>> > > iPhone) graphics HW will support.
>> > >
>> > > I went through such an exercise with the graphics engine of a
>> > > desktop
>> > > application some years ago... and the desktop application benefited
>> > > greatly from being upgraded to the "more modern" API too.
>> > >
>> > > Qt provides some useful helpers - QOpenGLFunctions will keep you
>> > > honest
>> > > about which API calls you can use and things like
>> > > QOpenGLShaderProgram
>> > > are convenient.
>> > >
>> > > (I suppose it's not impossible someone somewhere has done a library
>> > > that somehow translates oldschool OpenGL calls into GLES... I've
>> > > never
>> > > looked for one and I doubt it'd be efficient).
>> > >
>> > > Tim
>> > >
>> > _______________________________________________
>> > Android-development mailing list
>> > Android-development at qt-project.org
>> > https://lists.qt-project.org/listinfo/android-development
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