- #Opengl how to get yellow color in fragment shader driver#
- #Opengl how to get yellow color in fragment shader code#
- #Opengl how to get yellow color in fragment shader windows#
We pass the requested QGLFormat object through to the QGLWidget constructor along with the usual pointer to the parent.
M_vertexBuffer( QGLBuffer::VertexBuffer ) GLWidget::GLWidget( const QGLFormat& format, QWidget* parent ) The GLWidget Class Implementation Initialisation The m_vertexBuffer member, as its name suggests, encapsulates and OpenGL vertex buffer that holds the vertex data for our geometry. The shader program is stored in the m_shader member. The prepareShaderProgram() function is a simple wrapper function that takes care of loading the vertex and fragment shader source, compiling the shaders, and linking them into a functional shader program. For convenience we also override the keyPressEvent() function so that the Escape key quits the application. We override the initialiseGL(), resizeGL(), and paintGL() functions to provide our custom functionality. Note that the constructor accepts a constant reference to a QGLFormat. We inherit a class from QGLWidget as normal. Virtual void keyPressEvent( QKeyEvent* e ) īool prepareShaderProgram( const QString& vertexShaderPath, GLWidget( const QGLFormat& format, QWidget* parent = 0 ) Here is the declaration of the simple class we will use to demonstrate usage of the OpenGL Core profile: Finally we show the widget and enter the event loop. We then pass the glFormat object through to the constructor of our custom subclass of QGLWidget, GLWidget (yes imaginative I know). We then request to use the Core profile and for nicer looking results we also ask to enable multi-sampling.
#Opengl how to get yellow color in fragment shader driver#
We then create a QGLFormat object and set it to OpenGL version 3.3 (the newest that my card and driver combination supports). Create a GLWidget requesting our format tProfile( QGLFormat::CoreProfile ) // Requires >=Qt-4.8.0 That is, no old-school fixed pipeline functionality Specify an OpenGL 3.3 format using the Core profile. The following simple main function does just that:
The first stage in being able to use the OpenGL Core profile is to prepare a QGLFormat object that describes the OpenGL context we would like to use.
#Opengl how to get yellow color in fragment shader windows#
This is known to work under Linux but Windows and macOS have some issues inside of Qt for creating Core Profile contexts. This way you can be sure that you are only using non-deprecated feature but still getting the very best performance. So to get the very best performance one method is to develop your app using only the Core profile but then when you release build and test it using the Compatibility profile. nVidia) may incur a small performance penalty when using the Core profile as internally this enables checks to see if a feature should be enabled or not. The Khronos Group that oversees the OpenGL specification recommends to use the Core profile in new OpenGL applications. Using the Core profile the developer is responsible for configuring which states their shaders care about and these are all passed in by means of a much simpler and more consistent set of functions. Using the Core profile also means that the OpenGL driver has to track far fewer states per-context. normals, texture coordinates, colours etc.). The same is true for all other per-vertex attributes too (e.g. For example it is much more efficient to use vertex arrays or even better vertex buffer objects to send geometry to the OpenGL pipeline than the old glVertex family of functions. However, many of these deprecated functions encourage poor or out-dated practises. Yes, at present these are still available when using the Compatibility profile in order to keep old applications working. Why would we want to use the OpenGL Core profile? Well, for a start OpenGL 3.0 deprecated much of the old fixed-functionality pipeline entry points.
#Opengl how to get yellow color in fragment shader code#
The easiest way to do this is to get it from the gitorious repository.Ī complete copy of the source code for this tutorial can be obtained by doing: Since Qt 4.8.0 has not yet been released you will need to get a development version of Qt. The OpenGL Core profile is available when using Qt 4.8.0 or newer and OpenGL 3.1 or newer. This means that to get anything drawn on screen we have to make use of glsl shaders and vertex arrays or buffers.
When using the Core profile, all access to the legacy fixed-functionality pipeline is removed.
Qt's support for OpenGL has now been extended to provide access to the OpenGL Core profile.