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