- #Should i used opengl 4.4 how to#
- #Should i used opengl 4.4 mac os#
- #Should i used opengl 4.4 drivers#
Yes, Java comes with a lot of functionality, especially compared to the bare-bones C++ standard library, however you still need a library such as JOGL for OpenGL support.īesides, the JRE is one huge third-party framework in itself.
#Should i used opengl 4.4 mac os#
And since these things work differently on Mac OS X, Windows and Linux, using a cross-platform library such as SDL or SFML saves you a lot of work if you want your game to work on all those platforms.īecause i hear java has all of its api's already in it and you dont have to install third party franeworks and stuff.
yourself, because that's not covered by OpenGL (nor the C++ standard library).
the default context it starts with is 4.4, so of course it won't display 4.5 you must select the non-context mode with which you will see your card supports 4.5, and probably a few 4.6 features. With everything else (assuming youre using a 'standard' OpenGL loader), you should use OpenGLs types when talking to OpenGL.That is, the values you pass to OpenGL functions should be in OpenGLs types.
#Should i used opengl 4.4 how to#
However, you'll still have to do window creation, sound, input etc. people don't know how to use opengl extensions viewer. Yes, theres a time not to use GL types when interacting with OpenGL: GLvoid.There is absolutely no reason to use this type. 07-22-13 GLEW 1.10.0 adds support for OpenGL 4.4, new extensions. You can do the rendering part with OpenGL, yes. The OpenGL Extension Wrangler Library (GLEW) is a cross-platform open-source C/C++. So can i make a game like world of wArcraft or call of duty just by using opengl ? I doubt any serious projects use GLUT, but other than DirectX on Windows, there's no real alternative to OpenGL if you want 3D graphics. However, it's an API which you can expect to find an implementation of on any OS/device supporting/having 3D hardware.ĭo a lot of people use OpenGL and Glut for games? It doesn't tend to come preinstalled elsewhere. I'm clueless on how to tell the qml app to use OpenGL 4.4.But lile on xcode, GLUT doesnt need to be downloaded. Int major = m_window->openglContext()->format().majorVersion() īool es = m_window->openglContext()->isOpenGLES() I also tried to get the OpenGL ES 3.3 context (by changing the numbers in the above function) Then when i use the window() method from the qquickitem that i positioned in my app, to get the opengl context, and when i ask in my renderer int minor = m_window->openglContext()->format().minorVersion() Instead, after creating a context (GL FW will do that for you) you need to query your context for the supported version and for supported extensions that you may wish to use.
#Should i used opengl 4.4 drivers#
I get in debug an error that this version of the openglcontext cannot be created and i should install drivers which can create it, or put some dlls (d3dcompiler, libglesv and libegl) next to my application ((this last one doesn't make a difference). That is, you cannot just link with opengl32.dll and expect that everything will magically work for OpenGL 3.0 or OpenGL 4.4. QQuickWindow* w = (QQuickWindow*)_engine->rootObjects().first() My "MainWindow" is a QML Window element and I use a QQmlApplicationEngine to load the main file.QSurfaceFormat::setDefaultFormat(format) The renderer expects OpenGL 4.x, but i only seem to be able to get an OpenGL ES (3.0) context.įtProfile(QSurfaceFormat::CoreProfile) įtRenderableType(QSurfaceFormat::OpenGL) Everything works ok (The area i want in my qml app uses the renderer to render it's content), i only fail to get the correct context (version) for my renderer.
I have a AMD firepro M4100 FireGL which supports OpenGL up to 4.4 (according to OpenGL extension viewer)Īs a guide to integrate my renderer, i used the Squircle example. Before there was an option to choose between qt_opengl and qt_angle, for 5.6 i don't see that option anymore (maybe important info, i don't know). Qt was installed using the maintenance tool. My current setup is VS 2013 (with qt plugin) and Qt 5.6. I'm trying to integrate my opengl renderer with a qml (windows desktop) application.