Graphic corruption using Ogre with Qt
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I'm working on rendering engine SDK, which is using Ogre3D internally,
Someone started using the SDK with QT, and had some graphic issues, he is using both QT widgets, and the SDK (not overlapping, the Ogre is in the middle, and the widgest on both left and right sides)
I've tracked the root cause to QT modifying the OpenGL state, then the render is messed up. When using DirectX, all is fine, but in mobile, there is no other option but OGL.So the question is, how is QT handling OpenGL apps, without ruining the OGL state? do they have to call something before calling render in order to restore the state that QT modified? how does that work internally?
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Hi and welcome to devnet,
I haven't used Ogre at all but they seem to have an integration for Qt as shown here.
Hope it helps
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@SGaist I'm using an older Ogre version, that doesn't have that yet, and also, Ogre is wrapped in the SDK, so I have to understand better how the integration works.
In genera, trying to understand the QT side, how does it handle OpenGL with OpenGL app, how is that working without crushing each other's GL state
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Which version of Qt are you using ?
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That version of Qt is more than outdated. Would it be possible to update to something more current such as 5.15 ?
6/7