[Interest] Is the OpenGL vs Angle distinction important for widget apps?

Agocs Laszlo laszlo.agocs at theqtcompany.com
Sun Mar 22 17:30:14 CET 2015


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.com at qt-project.org <interest-bounces+laszlo.agocs=theqtcompany.com at qt-project.org> on behalf of Giuseppe D'Angelo <dangelog at gmail.com>
Sent: Sunday, March 22, 2015 4:48 PM
To: Nikos Chantziaras
Cc: interest at 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 <realnc at 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 :)

--
Giuseppe D'Angelo
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