But why do you want to disable the paint event? Paint what you want to display on a pixmap and in the paint event simply paint the pixmap on the widget.
Hi,
I'm trying to use 20 widgets that have to display 25 images per second. I think that OpenGL will be the best selection, so I will only have to take the image from the buffer, convert it to pixmap and bind to a OpenGL texture(I'm novice on OpenGL use).Paint what you want to display on a pixmap and in the paint event simply paint the pixmap on the widget.
Thanks,
Òscar Llarch i Galán
Hi,
I'm having linking errors using OpenGL calls inside my code.
I'm using Visual Studio .NET 2003 and Qt 4.3
I included the QtOpenGL module.
Òscar Llarch i Galán
Any details about the error?
LPR error LNK2019: sÃ*mbolo externo __imp__glMatrixMode@4 sin resolver al que se hace referencia en la función "public: virtual void __thiscall QMatroxGLWidget::initializeGL(void)" (?initializeGL@QMatroxGLWidget@@UAEXXZ)
I get similar link errors for every OpenGL call that I'm using.
I have the "QtOpenGLd4.lib" on linker options.
Thanks,
Òscar Llarch i Galán
Ok, but do you have OpenGL libraries linked as well?
Hi,
Well, I have to install OpenGL SDK. What a mistake.
My question now is:
Is there any Windows generic OpenGL libraries or have I to use my manufacturer ones? If I use my manufacturer ones, then If I want to use the application on another machine with ATI display device, there will be a problem.
Thanks,
Òscar Llarch i Galán
Hi,
Well, getting GLUT installed it works.
Thank you for replies.
Another question:
I'm getting images as 8 bit image without any format. Is QImage the only way to get this image to be used in the OpenGL widget?
Image Buffer -> QImage -> QPixmap -> OpenGL Texture
Is there any best way?
Thanks,
Òscar Llarch i Galán
Hi,
Thanks. Now I have to learn a little OpenGL, only to show an image.
Thanks,
Òscar Llarch i Galán
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