Hi,
On Thu, May 22, 2014 at 11:41 AM, Guillaume Chereau <
[email protected]> wrote:
> Hello,
>
> The compilation of stellarium is broken with the new release of Qt (Qt
> 5.3) due to a change of API in QOpenglFunctions class.
>
> I consider this a regression of Qt, and I filled a bug report:
> https://bugreports.qt-project.org/browse/QTBUG-39095
>
> That being said, I tried the Windows ANGLE version of Qt, and it seems
> to work fine, at least on my Windows 7 machine.
>
> If we only use OpenGL ES 2 API, and compile with ANGLE on Windows, we
> don't need to use the QOpenglFunctions class at all, and I feel that it
> would actually be the easiest solution. I created a branch to work on
> that: lp:~guillaume.chereau/stellarium/angle-opengl
>
> In the core of Stellarium there is only one opengl call that is not
> Opengl ES 2 compatible: in the PlanetShadows module. I think it would
> be trivial to change the code a bit to make it OpenGL ES 2 compliant.
>
Yes there is some work to be done on this code.. Also there was a patch
that we reverted some month ago because it was very slow and used non
standard opengl calls. It would really be necessary to re-work that.
>
> There are also a few plugins that won't compile with OpenGL ES 2 but I
> also think the work needed to make them work with ES 2 would be easier
> than the work needed to make Stellarium work with Openg GL Desktop on
> Windows.
>
> What do you think?
>
Fine for me, but I'm a bit concerned with side effects on some pateforms...
For the const problem, it's also possible to create a local instance of
QOpenGLFunctions.
Fabien
>
> Regards,
>
> gui
>
>
>
> --
> Guillaume Chéreau <[email protected]>
> http://www.noctua-software.com
> tel: +886-970-422-910
>
>
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