On Fri, May 23, 2014 at 11:14 PM, Fabien Chéreau
<[email protected]>wrote:
> 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.
>
More precisely, it was in commit 6589 that Jörg de-activated planet shaow
code, but it's at runtime only, so the non openglES2 calls remain.
>
>
>>
>> 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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