![opengl 4.6 addition function list opengl 4.6 addition function list](https://microsoft.github.io/DirectX-Specs/d3d/archive/images/d3d11/D3D11_3_CorePipe1.png)
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Both of these factors resulted in a new paint engine being written from scratch for OpenGL ES 2.0. A further consideration was that the Falcon project had just kicked off and the future of the QPaintEngine API was uncertain. When looking at the existing engine, there was a major problem – although it supported fragment programs, it was heavily reliant on fixed-function vertex processing. There were two options available: Extend the existing OpenGL paint engine further still, or develop a new paint engine from scratch. In early 2008, around the time of the Falcon project (the Falcon Project was an internal project started for Qt 4.5 which focused on painting performance and architecture), it became increasingly clear that Qt needed to support hardware acceleration using the OpenGL ES 2.0 API which was starting to appear on embedded System-On-Chips like the OMAP3. But, fundamentally, it is an OpenGL 1.x engine. The engine is pretty stable and has lots of fall-backs (or original code-paths, depending on how you look at them) for old hardware missing GL extensions the engine can utilise. Over the last 4 years, lots of people have hacked on the engine and added support for things like ARB fragment programs and even adapted the engine to work on OpenGL ES 1.1. As time went on and manufacturers added newer bits of hardware to their GPUs, the OpenGL paint engine was adapted to use those features through OpenGL extensions. This engine was designed for the fixed-function hardware available at the time. Qt has had an OpenGL paint engine since early Qt 4.0 days. Having said that, OpenGL is very good at exposing new GPU features through extensions. This might change in the future if we see a new class of GPU, like ones designed for 2D vector graphics which can't be abstracted by OpenGL 2.0 very well (enter OpenVG), or, if we want to start using GPU features which OpenGL (ES) 2.0 doesn't give us access to. We are also looking into restricting ourselves further to only use APIs in OpenGL 3.2 Core Profile. It is also available on more platforms, especially if you limit yourself to the ES sub-set. So the reason we are investing our time and effort into OpenGL, rather than Direct3D or OpenCL, is that OpenGL 2.0 is sufficient to give us access to all the GPU features we currently want to use.
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The only difference then is that Direct3D is only available on the Windows platform and OpenCL is not universally supported. nVidia GTX 295) can usually be programmed via both OpenGL, Direct3D and OpenCL.
![opengl 4.6 addition function list opengl 4.6 addition function list](https://doc.qt.io/archives/4.6/images/hellogl-example.png)
OPENGL 4.6 ADDITION FUNCTION LIST SOFTWARE
OpenGL 2.x is a software library which often (but not always) uses a particular class of GPU to help satisfy drawing operations (Note: OpenGL 1.x used a different class of GPU). What makes graphics fast is a bit of hardware dedicated to computer graphics called a GPU (Graphics Processing Unit).
![opengl 4.6 addition function list opengl 4.6 addition function list](https://docs.nvidia.com/grid/latest/grid-vgpu-user-guide/graphics/mig-with-vgpu-overview.png)
I've talked about this before in my article about hardware acceleration, but we still frequently get questions like “Why not implement a Direct2D paint engine?”.Įveryone knows OpenGL means fast graphics right? Well, this is actually a bit of a misconception.
![opengl 4.6 addition function list opengl 4.6 addition function list](https://www.3dgep.com/wp-content/uploads/2011/02/opengl-project-properties-dialog.png)
Enjoy! Why OpenGL?īefore I dive into the OpenGL paint engine, I want to make sure we all understand the motivation for the OpenGL 2.0 paint engine.
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We'll then dive into how the two are married together in OpenGL 2 Paint Engine and finish off with some advice about how to get the best out of the engine. We'll begin by looking at some background about how OpenGL and QPainter work. Here's the next instalment of the graphics performance blog series. Wednesday Januby TomCooksey | Comments Introduction