Em Segunda-feira 19 Outubro 2009, às 13:12:19, você escreveu: > Thank you for such a detailed answer! However, one of the selling > points of using a rendering engine instead of raw OpenGL is that your > game is written entirely in high-level terms, and as such never > depends on the underlying libraries such as OpenGL and D3D. > > So on windows, Ogre would be using the D3D layer to draw, and one > Linux it'd be OGL.
You need to find the highest common denominator between Qt and Ogre3D to
integrate. Unless Ogre integrates with Qt or Qt integrates with Ogre, you need
to find something that both have in common in order to coordinate.
OpenGL is a good way, because it's cross-platform. Qt does not use D3D, so you
can't get a D3D context out of a Qt widget.
If Ogre is using D3D and Qt is not, you probably need to go even one layer
down, to Win32 HWND handles or something similar.
--
Thiago Macieira - thiago.macieira (AT) nokia.com
Senior Product Manager - Nokia, Qt Development Frameworks
Sandakerveien 116, NO-0402 Oslo, Norway
signature.asc
Description: This is a digitally signed message part.
_______________________________________________ Qt4-preview-feedback mailing list [email protected] http://lists.trolltech.com/mailman/listinfo/qt4-preview-feedback
