It's great if it work. I am very glad to hear even it's only a beginning. That It's possible Nokia qt-term take and improve it? It's a new hope from Windows side. (from Star War IV :)) Well done!
2012/5/20 Corentin Jabot <corentin.ja...@gmail.com> > So, There is the patch. > > * First, checkout and build ANGLE as explain here > http://code.google.com/p/angleproject/wiki/DevSetup ( require directx sdk > & visual studio ) > * Then, edit qtbase/mkspecs/features/win32/opengl.prf and change the > include and library path of angle ( or just build angle in C:\\angle) > * Run configure.exe with the option "-opengl es2" > * Build qtbase, it should works fine. > * Build and test some examples. > > examples\opengl\hellowindow work just fine. > The others do not : black screen, crash, etc. > I'm not so sure where the problem really is, that is why I seek help > > How does it work ? > When configured with -opengl es2, the windows QPA will use an EGL > contexts and surfaces instead of opengl. the EGL calls are > converted transparently by ANGLE into directx calls. > > Remaining work : > * Try and fixes the black screen, crashes, and others issues ( like > ui unresponsiveness) > * Clean the code > * Integrate nicely with QSurfaceFormat and find optimal options. > * Ensure QtDeclarative and other modules works fine on top of angle > > Limitations: > * I thought of including ANGLE in the Qt sources, so it > can automatically be build via some configure option, but sadly ANGLE is > not designed to compile with MINGW. > * ANGLE provide an OpenGL ES 2.0 API, not an Opengl API. So examples, > applications or features that specifically require a full opengl api are > not supposed to work. > > > I'm convinced that this kind of work is really important for QML adoption > since a lot of final Windows users do not have a working opengl support - > mostly because they use outdated drivers, and they can be hard to update, > especially on laptops. > The ultimate solution would be to use ANGLE as a fallback if > the initialization of a classic opengl context fail, but that seems a > really laborious task. > Also, Thiago mentioned a cpu-rasterization project, I guess that would > make ANGLE useless, but I'm not sure there is people working on that. And > the performance of such solution wouldn't be so great. > > > > Please note that patch is very unstable and experimental. The patch is > quite ugly, I put some code in place it does not belong (see > QEGLPlatformContext constructor ) and added a lot of logs to figure what go > wrong. > > > _______________________________________________ > Development mailing list > Development@qt-project.org > http://lists.qt-project.org/mailman/listinfo/development > > -- Please don't ask where I come from, It's a shame! Best Regards Yuchen
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