Re: [Interest] Qt: Quick: Failed to create OpenGL context
Hello, I was thinking about it, but it seems there is a better solution: auto isOK = QOpenGLContext().create(); Btw, did not test on users yet... xD ANGLE - I was getting weird bugs on it. E.g. |clip| property sometimes just did not work which was ruining the entire UI in my app... I tried both d3d9 and d3d11... Today I've tried it again - works fine. On the same system. It seems that it stops working properly when there are a lot of images loaded in app... On 9/20/2022 3:29 AM, Thiago Macieira wrote: The only way I can see now is to check if the previous start of my app was successful. If not - use desktop mode instead. But this will require user to try to start our app again. He can just uninstall it immediately instead... You could supply a helper application that you can launch and get the errors from, if you can determine what operations are causing them. You mentioned three options ("desktop", "angle" and "software"), but only of two tests. I thought ANGLE had the best support, because it avoided the buggy OpenGL drivers and instead used the translation layer to get to DirectX. ___ Interest mailing list Interest@qt-project.org https://lists.qt-project.org/listinfo/interest
Re: [Interest] Qt: Quick: Failed to create OpenGL context
On 9/20/22 05:00, Thiago Macieira wrote: On Monday, 19 September 2022 01:58:15 PDT Alexander Dyagilev wrote: The only way I can see now is to check if the previous start of my app was successful. If not - use desktop mode instead. But this will require user to try to start our app again. He can just uninstall it immediately instead... You could supply a helper application that you can launch and get the errors from, if you can determine what operations are causing them. You mentioned three options ("desktop", "angle" and "software"), but only of two tests. I thought ANGLE had the best support, because it avoided the buggy OpenGL drivers and instead used the translation layer to get to DirectX. I don't write Windows software anymore, haven't for many years. Honestly didn't think anyone actually did anymore. Here's the concept one would use for package installed software. Debian has a postinst step. RPM has %post in your .spec file. Depending on the tool you use, Windows should have something similar. I seem to remember Install Shield did back in the day. Write three tiny test programs that tag along with your product. Create a batch/script that launches these three tiny test programs WITH KNOWN PROCESS NAMES. Have it launch, sleep for 3 seconds, then see which one(s) are still alive. Write that to an INI/config/whatever file and make that the first thing you look at as your app starts up to set the backend. Leave the postinst script and test executables lying around. If they upgrade/change video cards the current working backend may no longer work. -- Roland Hughes, President Logikal Solutions (630)-205-1593 http://www.theminimumyouneedtoknow.com http://www.infiniteexposure.net http://www.johnsmith-book.com http://www.logikalblog.com http://www.interestingauthors.com/blog ___ Interest mailing list Interest@qt-project.org https://lists.qt-project.org/listinfo/interest
Re: [Interest] Qt: Quick: Failed to create OpenGL context
On Monday, 19 September 2022 01:58:15 PDT Alexander Dyagilev wrote: > We use Qt 5.12.12 and we were getting lot of various issues regarding > OpenGL (crashes, hangs, white screen showing nothing etc.) so we decided > to switch to software mode (QT_OPENGL=software). That's the sad state of OpenGL drivers for Windows, including the one published by a certain company whose name you can find in the signature of my email... > The only way I can see now is to check if the previous start of my app > was successful. If not - use desktop mode instead. But this will require > user to try to start our app again. He can just uninstall it immediately > instead... You could supply a helper application that you can launch and get the errors from, if you can determine what operations are causing them. You mentioned three options ("desktop", "angle" and "software"), but only of two tests. I thought ANGLE had the best support, because it avoided the buggy OpenGL drivers and instead used the translation layer to get to DirectX. -- Thiago Macieira - thiago.macieira (AT) intel.com Cloud Software Architect - Intel DCAI Cloud Engineering ___ Interest mailing list Interest@qt-project.org https://lists.qt-project.org/listinfo/interest