On Mon, Oct 19, 2009 at 3:14 PM, Thiago Macieira <[email protected]> wrote: > 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. >
The way the code that I attached works is: 1. Ogre steals a window at the win32/X11 level, and draws itself on request whenever GraphicsScene::drawBackground is called 2. Qt draws itself via a GraphicsView all other times It works well except for flickering. If the only means of removing flicker is via OpenGL (or win32 -- nooo!) then so be it... Cheers, _______________________________________________ Qt4-preview-feedback mailing list [email protected] http://lists.trolltech.com/mailman/listinfo/qt4-preview-feedback
