Graphic corruption using Ogre with Qt
-
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?
-
@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