See the full Video here: http://bit.ly/modern-open-gl-qt
Back by popular demand, we invite you to another informative webinar on OpenGL, a powerful, low-level graphics toolkit allowing access to accelerated GPU and hardware. Learn the many aspects of OpenGL development where Qt provides advanced interfaces to let developers focus on tasks instead of dealing with repetitive and error-prone, platform dependent issues.
This revised version the OpenGL webinar from last summer, will present information on the differences and the upgrade possibilities available for Qt-OpenGL applications converting from Qt 4x to Qt 5. In addition, we will touch upon best practices when converting legacy, fixed pipeline applications to modern OpenGL using Qt5.
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Convert Your Legacy OpenGL Code to Modern OpenGL with Qt
1. Convert your Legacy OpenGL
Code to Modern OpenGL with
Qt
Dr. Roland Krause
Integrated Computer Solutions
2. Abstract
OpenGL is a powerful, low level graphics toolkit with a steep learning curve that
allows access to accelerated GPU hardware. Using OpenGL developers achieve
high-fidelity, animated graphics ubiquitous in games, screen productions and
scientific software. Due to OpenGL’s native C-language API large scale,
professional software development endeavors wanting to utilize the advantages of
direct and accelerated graphics quickly become expensive and hard to maintain.
This presentation gives a comprehensive overview of the many aspects of
OpenGL development where Qt provides advanced interfaces that let the
developer focus on the tasks at hand instead of dealing with repetitive and error-
prone, platform dependent issues. From handling of Window related tasks,
providing type-safe data-structures for Vertex Array Objects to managing Shader
Programs, dealing with Textures, Frame Buffer Objects all the way to support for
Debugging and Profiling of OpenGL Applications we show solutions to the most
common issues any OpenGL program has to address.
We are able to demonstrate why Qt is the best C++ framework for development of
modern OpenGL based graphics applications.
3. Modern OpenGL with Qt
● OpenGL is an Application Programming Interface (API) for
Rendering Graphics in 2D and 3D
○ Widely used in CAD, Virtual Reality, Scientific Visualization, Information
Visualization, Flight Simulation, and Video Games.
○ Over 500 commands in Version 4.3
○ Managed by the non-profit technology consortium Khronos Group.
● Designed as a Streamlined, Hardware Independent
Interface
○ To be efficient usually implemented on graphics hardware (GPU)
○ Independent of Operating System or Windowing System, Cross-platform
○ No functions for windowing tasks, managing state, user input, 3D models
or reading image files
That’s where Qt comes into play!
4. In the Olden Days...
● Glut (or SDL) was the way to platform
independent code
○ For platform dependent code there are WGL, AGL,
GLX
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB);
glutInitWindowSize (500, 500);
glutInitWindowPosition (100, 100);
glutCreateWindow (argv[0]);
init ();
glutDisplayFunc(display);
glutReshapeFunc(resize);
glutKeyboardFunc(keyboard);
glutMainLoop();
return 0;
}
6. Render a Scene with Modern OpenGL
1. Create OpenGL Context and Window
2. Create and Manage the OpenGL Scene
○ Create Geometry
■ Store Geometry in Vertex Buffer Objects (VBOs)
■ Manage VBOs using Vertex Array Objects (VAOs)
○ Compile and Link Shaders into Shader Programs
○ Configure the Rendering Pipeline
○ Set Attribute Arrays, Uniforms, Textures, etc…
3. Render the Scene using OpenGL Primitives
7. Integration of OpenGL with Qt
● There are several possibilities when
integrating OpenGL Rendering with Qt
1. Native OpenGL rendering
using QWindow and QOpenGLContext
2. QOpenGLWindow
○ Wrapper for QWindow that hides complexity
○ Can be OpenGL Canvas with QPainter syntax
3. QOpenGLWidget
○ QWidget based applications
4. QQuickFramebufferObject
○ new since Qt-5.4
5. Rendering into the SceneGraph
6. Custom QQuickItem
7
8. Create OpenGL Context and Window
● Since Qt 5 the class QWindow represents a
window in the underlying windowing system
○ In Qt 4, QWidget had both Window and Widget
functionality
○ In Qt 5, QWindow is part of the gui module, QWidget is
in a separate and now optional module (widgets)
○ Applications will typically use QWidget or QQuickView
to create user interfaces
● It is possible to render directly to a
QWindow with a QOpenGLContext
● QWindow can be embedded in a QWidget
8
9. QOpenGLWindow
● Convenience subclass of QWindow to perform
OpenGL painting
○ Enhanced QWindow that allows easily creating
windows that perform OpenGL rendering
○ API compatible with QOpenGLWidget and similar to
the legacy QGLWidget.
○ No dependency on widgets module and better
performance.
○ Optionally backed by a framebuffer object
○ Default behavior (and thus performance) is equivalent
to QWindow.
9
10. Using QOpenGLWindow
● Subclass QOpenGLWindow and reimplement
the following virtual functions:
○ initializeGL() to perform OpenGL resource initialization
○ resizeGL() to set up the transformation matrices and
other window size dependent resources
○ paintGL() to issue OpenGL commands or draw using
QPainter
● To schedule a repaint, call update()
○ Note that this will not immediately result in a call to
paintGL().
○ This is a slot so it can be connected to a QTimer::
timeout() signal to perform animation.
10
11. Simple Triangle in Modern OpenGL
void OpenGLScene::initialize() {...}
void OpenGLScene::createBuffers() {...}
void OpenGLScene::setupVertexArrayState() {...}
void OpenGLScene::paint()
{
glClear( GL_COLOR_BUFFER_BIT );
if(!m_shaderProgram.isLinked()) return;
m_shaderProgram.bind();
m_vao.bind();
m_shaderProgram.setUniformValue("MVP", m_projection);
glDrawArrays(GL_TRIANGLES, 0, 3);
m_shaderProgram.release();
}
void OpenGLScene::resize(int w, int h) {...}
void OpenGLScene::createShaderProgram() {...}
let’s look closer at the code ...
12. QOpenGLWindow using QPainter
● QOpenGLWindow inherits
QPaintDeviceWindow
● Allows opening a painter on itself and perform
QPainter-based drawing:
void paintGL() {
QOpenGLFunctions *f = context()->functions();
f->glClear(GL_COLOR_BIT | GL_DEPTH_BUFFER_BIT);
// issue some native OpenGL commands
QPainter p(this);
// draw using QPainter
// animate continuously: schedule an update
update();
}
12
14. ● State machine that stores all data related to
the OpenGL rendering state
○ Most OpenGL functions set or retrieve some state
○ Creating a window and an OpenGL context is not part
of the OpenGL specification
● QOpenGLContext represents a native
OpenGL context
○ Enables OpenGL rendering on a QSurface.
○ Context allow to share resources with other contexts
with setShareContext()
OpenGL Context
14
15. QOpenGLContext
To create:
● Create a QSurfaceFormat object
○ Set desired OpenGL version and profile
● Create the QOpenGLContext
○ Set the context format using the QSurfaceFormat
object
● Finally call QOpenGLContext::create()
○ Use return value or isValid() to check if the context was
successfully initialized
● Before using any OpenGL QOpenGLContext
must be made current against a surface
○ QOpenGLContext::makeCurrent(QSurface*)
15
16. ● When OpenGL rendering is done
○ Call swapBuffers() to swap the front and back buffers
of the surface at the end of the update function
○ Newly rendered content becomes visible
○ QOpenGLContext requires to call makeCurrent() again
before starting rendering a new frame, after calling
swapBuffers()
● QOpenGLWindow takes care of all of it!
● Use QOpenGLContext::format() to retrieve info
on the context
○ Returns a QSurfaceFormat
○ OpenGL version, profile, etc...
QOpenGLContext
16
17. Converting Legacy Qt OpenGL Code
● When porting code from Qt4 to Qt5 we find
that QGLWidget is marked obsolete
● The replacement, QOpenGLWidget, has the
same familiar API but works differently
Qt4 Legacy Classes Qt5 Modern OpenGL Classes
QGLWidget QOpenGLWidget
QGLFormat QSurfaceFormat
QGLContext QOpenGLContext
18. QOpenGLWidget
● Can be used on Embedded Systems with eglfs
and wayland plugins
● Uses same technology as QQuickWidget
○ Unlike QGLWidget it is not a native window
● On desktop platforms, OpenGL 3.x and 4.x,
including core profiles, are fully supported
○ QGLWidget forced the usage of legacy, incomplete
utility classes like QGLFormat and QGLContext
○ QOpenGLWidget uses the modern equivalents from
the QtGui module: QSurfaceFormat, QOpenGLContext
20. Important Differences
QGLWidget vs QOpenGLWidget
● QOpenGLWidget always renders offscreen, using
framebuffer objects.
● QGLWidget on the other hand uses a native window and
surface.
○ Depending on platform native child widgets may have various limitations
(e.g. eglfs)
○ QOpenGLWidget avoids this by not creating a separate native window.
● Behavior of QOpenGLWidget is very similar to
QOpenGLWindow
○ Update behavior can be set to PartialUpdateBlit or PartialUpdateBlend.
○ Contents are preserved between paintGL() calls so that incremental
rendering is possible.
21. QOpenGLWidget Hints
● When rendering everything in the view on every paint call:
○ Important to call glClear() as early as possible in paintGL().
○ Mobile GPUs can optimize reloads of the tile buffer.
○ Omitting the clear call can lead to significant performance drops
● Avoid calling winId() on a QOpenGLWidget.
○ This function triggers the creation of a native window, resulting in reduced
performance and possibly rendering glitches.
● Putting other Widgets underneath and making the
QOpenGLWidget transparent will not show as expected:
○ Widgets underneath will not be visible because QOpenGLWidget is
drawn before all other non-OpenGL widgets.
○ Having widgets on top of the QOpenGLWidget, will function as expected.
● Alternative with Limitations is QOpenGLWindow with
QWidget::createWindowContainer()
22. Qt’s OpenGL Support
● QOpenGLFunctions are convenience classes
● Simplify writing of OpenGL code
● Hide complexities of extension handling
● Hide differences between OpenGL ES 2 and
desktop OpenGL
○ Allow the use of OpenGL ES 2 functions on Desktop
OpenGL
○ No need to manually resolve OpenGL function pointers
○ Allowing cross-platform development of applications
targeting mobile or embedded devices
22
23. QAbstractOpenGLFunctions
● Family of classes that expose all functions for
a given OpenGL version and profile
○ OpenGL implementations on different platforms are
able to link to a variable number of OpenGL functions
depending upon the OpenGL ABI on that platform
○ On many platforms most functions must be resolved at
runtime, Options are:
■ Work with raw function pointers:
QOpenGLContext::getProcAddress()
■ Use QOpenGLFunctions and only expose those
functions common to OpenGL ES 2 and desktop
OpenGL
23
24. QAbstractOpenGLFunctions (cont.)
● Provides better support for newer versions of
OpenGL (especially 3.0 and higher)
● Ease development of desktop applications
relying on modern, desktop-only OpenGL
features
● QOpenGLFunctions_X_Y_PROFILE
○ Core and Compatibility Profiles
○ Expose every core OpenGL function by way of a
corresponding member function
○ Class for every valid combination of OpenGL version
and profile following the naming convention:
QOpenGLFunctions_<MAJOR VERSION>_<MINOR VERSION>[_PROFILE]
24
25. ● Ensure QOpenGLContext is current before
using it
● Call
QOpenGLFunctions_X_Y_PROFILE::initializeOpenGLFunctions()
once before using it to resolve function
pointers
Using QOpenGLFunctions_X_Y_PROFILE
25
26. Qt’s OpenGL Support
● Classes that wrap native OpenGL Resources
○ QOpenGLBuffer, QOpenGLFramebufferObject
QOpenGLShaderProgram, OpenGLTexture,
QOpenGLVertexArrayObject
● Qt GUI Module Contains
○ QMatrix4x4, QVector4D and QQuaternion
○ Support common mathematical operations for 3D
graphics
● Miscellaneous
○ Debugging, QOpenGLDebugLogger
○ Timing, QOpenGLTimeMonitor, QOpenGLTimerQuery
26
28. ● Small program that runs on the GPU
● Ran as part of the OpenGL pipeline
● Programmable
● Coded in GLSL (OpenGL Shading Language)
● Makes rendering infinitely flexible
What is a Shader?
28
30. Shaders
● Two kinds of shaders:
○ Shaders that deal with Vertices, i.E:
Vertex, Tessellation and Geometry shaders determine
where on the screen a primitive is.
○ Fragment Shader uses that information to determine
what color that fragment will be.
● Must have a version identifier at top of file
● Must have a main() function
● Each shader is compiled, then they are linked
together to make a shader program
● Input/output interfaces must match, and are
checked at link time
30
31. ● Vertex Shader
○ Executed once for every vertex
○ Input: Content of Vertex Buffer Arrays and Uniforms
○ Output: Vertex position
● Fragment Shader
○ Executed once for every fragment
○ Input: Result of Rasterization after Vertex Shader
○ Output: Candidate pixel color (aka Fragment)
Shader Basics
31
32. ● Preparing Shaders
○ Compile vertex shader
○ Compile fragment shader
○ Configure attribute locations before linking
○ Link both shaders into a shader program
● Preparing shaders with Qt vs pure OpenGL
○ Much less code
○ Less error prone
Prepare Shaders
32
33. Example: Use Qt to Create Shader Program
void OpenGLScene::createShaderProgram()
{
QByteArray version=OpenGLCheck::getShaderVersionString()+"n";
QFile vtFile(":/vertex.vsh");
vtFile.open((QIODevice::ReadOnly | QIODevice::Text));
QFile fsFile (":/fragment.fsh");
fsFile.open((QIODevice::ReadOnly | QIODevice::Text));
if (!m_shaderProgram.addShaderFromSourceCode(QOpenGLShader::Vertex,version+vtFile.readAll())) {
qWarning() << "Error in vertex shader:" << m_shaderProgram.log();
exit(1);
}
if (!m_shaderProgram.addShaderFromSourceCode(QOpenGLShader::Fragment,version+fsFile.readAll())) {
qWarning() << "Error in fragment shader:" << m_shaderProgram.log();
exit(1);
}
#if defined ICS_OPENGL_ES2==1
m_shaderProgram.bindAttributeLocation("vertexPosition", 0);
m_shaderProgram.bindAttributeLocation("vertexColor", 1);
#endif
if ( !m_shaderProgram.link() ) {
qDebug() << "Error linking shader program:" << m_shaderProgram.log();
exit(1);
}
}
34. ● Create buffer object
● Bind the buffer, making it the active buffer
● Copy the data to the buffer
// Triangle vertices
float vertices[] = {
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
0.0f, 0.6f, 0.0f
};
// Create a static buffer for vertex data
m_vertexBuffer.create();
// Set usage pattern to Static Draw, (the data won't change)
m_vertexBuffer.setUsagePattern( QOpenGLBuffer::StaticDraw );
// Bind the buffer to the current OpenGL context
m_vertexBuffer.bind();
// Copy the data to the buffer
m_vertexBuffer.allocate( vertices, 3 * 3 * sizeof( float ) );
Creating a VBO
34
35. Vertex Attributes
● We have the data (in VBOs)
● We have the shaders compiled
● How do we map the data to the shader
attributes?
In OpenGL-ES, after compiling shaders and
before linking:
m_shaderProgram.bindAttributeLocation("vertexPosition", 0);
This assigns the attribute vertexPosition the
first location (0)
35
36. Mapping Attribute Data in Shaders
● When using Desktop OpenGL (version 3.2 and
higher) locations are set in the shaders:
#if __VERSION__ > 320
layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec3 vertexColor;
out vec3 color;
#else
attribute vec3 vertexPosition;
attribute vec3 vertexColor;
varying lowp vec3 color;
#endif
37. ● VBO data is mapped to shader attribute
locations
m_shaderProgram.bind();
m_vertexBuffer.bind();
int vertexLocation = m_shaderProgram.attributeLocation("vertexPosition");
m_shaderProgram.setAttributeBuffer(
vertexLocation, // layout location
GL_FLOAT, // data's type
0, // Offset to data in buffer
3); // number of components (3 for x,y,z)
○ Bind the shader program
○ Bind the VBO containing the attribute data
○ Enable the desired vertex attribute array location
○ Set the attribute buffer to desired attribute location, set
number of components and stride
○ Supports VBOs with interleaved data
Vertex Attribute Arrays
37
38. Defining Uniform Values in Qt
● Yep, It is that simple! OpenGLShaderProgram
has a myriad ways to do it, e.g.: m_shaderProgram.
bind();
// Get the location of uniform value "uni" in the shader.
int uniLocation = m_shaderProgram.uniformLocation("uni");
// Then update the value m_shaderProgram.
setUniformValue(uniLocation,uniValue);
// Or in one step m_shaderProgram.setUniformValue
("uni",0.8f,0.5f,0.5f);
● If the value changes during an animation this
code would go in the updateGL function
● If it is static it could go into initializeGL after the
shader program has been linked and bound
38
39. Deprecated OpenGL Matrix Stack
● OpenGL Desktop version < 3 used to have
“built in” matrix stacks and related functionality
for dealing with transformations and
projections
○ glRotate*, glTranslate*, glScale*
○ glMatrixMode(), glPushMatrix(), glPopMatrix()
○ glLoadIdentity()
○ glFrustum(), gluPerspective(...), gluLookAt(..)
● All of these are now deprecated and
should/can no longer be used
39
40. ● Fortunately, it is very easy to achieve the
same functionality with more flexibility using Qt
● There are functions to:
○ Create or set a matrix to the identity matrix
■ Identity matrix is a diagonal matrix with all elements
being 1. When multiplied with a vector the result will
be the same vector.
○ Translate, Scale, Rotate
○ Create a (view) matrix representing a “camera”
○ Create perspective or orthographic projection matrix
● And then one can use QStack, QVector, QList
and gain ultimate flexibility
Matrices, Qt to the Rescue
40
42. Example from porting our Glut Application
void resize (int w, int h)
{
glViewport (0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
if (w <= h)
gluOrtho2D (0.0, 30.0, 0.0, 30.0 * (GLfloat) h/(GLfloat) w);
else
gluOrtho2D (0.0, 30.0 * (GLfloat) w/(GLfloat) h, 0.0, 30.0);
glMatrixMode(GL_MODELVIEW);
}
● Set the current MatrixMode such that subsequent matrix
operations apply to the projection matrix stack
● Load the Identity Matrix and then apply an orthogonal
projection transformation
● Set the current MatrixMode back to the model-view stack
43. class OpenGLScene : public QOpenGLFunctions
{
...
QMatrix4x4 m_projection;
...
void OpenGLScene::resize(int w, int h)
{
glViewport( 0, 0, w, h );
float a = (float)w/(float)h;
float l=30.0;
m_projection.setToIdentity();
if (w<=h)
m_projection.ortho(0,l,0,l/a, -1.0, 1.0f);
else
m_projection.ortho(0,l*a,0,l, -1.0, 1.0f);
}
void OpenGLScene::paint()
{
...
// Set MVP uniform to projection matrix
// since modelview is identity
m_shaderProgram.setUniformValue("MVP", m_projection);
...
Equivalent in Modern OpenGL with Qt
Vertex Shader Code:
attribute vec3 vertexPosition;
void main()
{
...
// Calculate the vertex position
gl_Position = MVP*vec4(vertexPosition, 1.0 );
...
}
44. ● Qt- 5.2 introduces QOpenGLTexture to encapsulate an
OpenGL texture object
○ Makes it easy to work with OpenGL textures
○ Simplifies dealing with dependencies upon the capabilities of an OpenGL
implementation
● Typical usage pattern for QOpenGLTexture is
○ Instantiate the object specifying the texture target type
○ Set properties that affect storage requirements e.g. storage format,
dimensions
○ Allocate server-side storage
○ Optionally upload pixel data
○ Optionally set any additional properties e.g. filtering and border options
○ Render with texture or render to texture
○ In the common case of simply using a QImage as the source of texture
pixel data most of the above steps are performed automatically.
QOpenGLTexture
44
45. ● Qt simplifies the process with:
○ QOpenGLFramebufferObject class
▪ Represents OpenGL FBO
▪ By default creates 2D texture for rendering target
▪ Function to return the OpenGL texture id
● Can be used for texture rendering
▪ Function to return rendered scene as a QImage
○ QOpenGLFramebufferObjectFormat()
▪ Specify format and attachments of FBO
Qt Support for FBO
45
46. Qt and OpenGL Extensions
● A list of all OpenGL extensions supported by the current
context can be retrieved with a call to
QSet<QByteArray> QOpenGLContext:: extensions() const
The context or a sharing context must be current.
● Resolve the entry points if the extension introduces a new
API: QOpenGLContext::getProcAddress().
● QtOpenGLExtensions module contains a class for every
OpenGL extension in the Khronos registry that introduces
new API.
46
47. OpenGL Debugging with Qt
● OpenGL programming can be error prone
○ Black screen syndrom. There is no indication what is going on?
○ To be sure that no errors are being returned from OpenGL
implementation check glGetError after every API call
○ OpenGL errors stack up so need to use this in a loop.
○ Additional information e.g. performance issues, warnings about using
deprecated APIs are not reported through the ordinary OpenGL error
reporting mechanisms
● QOpenGLDebugLogger enables logging of OpenGL
debugging messages
○ Provides access to the OpenGL debug log if OpenGL implementation
supports it (by exposing the GL_KHR_debug extension)
○ Messages from the OpenGL server will either be logged in an internal
OpenGL log or passed in "real-time", i.e. as they're generated from
OpenGL, to listeners
47
48. OpenGL Debugging with Qt
● Creating an OpenGL Debug Context
○ OpenGL implementations are allowed not to create any debug output at
all, unless the OpenGL context is a debug context
○ Set QSurfaceFormat::DebugContext format option on the
QSurfaceFormat used to create the QOpenGLContext object:
format.setOption(QSurfaceFormat::DebugContext);
● Creating and Initializing a QOpenGLDebugLogger
○ QOpenGLDebugLogger is a simple QObject-derived class
○ Create an instance and initialize it before usage by calling
initialize() with a current OpenGL context:
QOpenGLContext *ctx = QOpenGLContext::currentContext();
QOpenGLDebugLogger *logger = new QOpenGLDebugLogger(this);
logger->initialize();
○ Note that GL_KHR_debug extension must be available in the context in
order to access the messages logged by OpenGL
○ You can check the presence of this extension by calling:
ctx->hasExtension(QByteArrayLiteral("GL_KHR_debug")) 48
49. Qt OpenGL Debug Messages
● Reading the Internal OpenGL Debug Log
○ Messages stored in the internal log of debug messages can be retrieved
by using the loggedMessages() function
QList<QOpenGLDebugMessage> messages = logger->loggedMessages();
foreach (const QOpenGLDebugMessage &message, messages)
qDebug() << message;
○ Internal log has limited size; Older messages will get discarded to make
room for new incoming messages
● Real-time logging of messages
○ Receive a stream of debug messages from the OpenGL server as they
are generated by the implementation
○ Connect a slot to the messageLogged() signal, and start logging by
calling startLogging():
connect(logger, &QOpenGLDebugLogger::messageLogged, receiver,
&LogHandler::handleLoggedMessage);
logger->startLogging();
● Similarly, logging can be disabled at any time by calling the stopLogging()
function.
49
50. ● Measure GPU execution time of OpenGL calls
● Use to profile an application’s rendering
performance
● Timed results in nanoseconds
● Create and set number of samples that will be
taken, e.g:
m_timeMonitor = new QOpenGLTimeMonitor(this);
m_timeMonitor->setSampleCount(3);
if (!m_timeMonitor->create())
...Handle error
QOpenGLTimeMonitor
50
51. ● QOpenGLTimeMonitor::recordSample() to
record interval
m_timeMonitor->recordSample();
glClear( GL_COLOR_BUFFER_BIT );
m_timeMonitor->recordSample();
glDrawArrays( GL_TRIANGLES, 0, 3 );
m_timeMonitor->recordSample();
QOpenGLTimeMonitor
51
52. ● Call waitForSamples() or waitForIntervals()
to retrieve samples or intervals
(in nanoseconds)
QVector<GLuint64> samples = m_timeMonitor->waitForSamples();
QVector<GLuint64> intervals = m_timeMonitor->waitForIntervals();
o These functions block until values are ready
o Call isResultAvailable() to prevent blocking
● Reset to use again
m_timeMonitor->reset();
QOpenGLTimeMonitor
52
53. Conclusion
● Qt has many classes that make working with
OpenGL much more efficient.
● Cross platform capabilities of Qt enhance the
portability of OpenGL applications greatly.
● Developer efficiency translates directly to
maintenance costs and time to market.
● Qt is an ideal SDK for porting of legacy
scientific applications with requirements for
high performance visualization.