/**************************************************************************** ** ** Copyright (C) 2012 Digia Plc and/or its subsidiary(-ies). ** Contact: http://www.qt-project.org/legal ** ** This file is part of the documentation of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and Digia. For licensing terms and ** conditions see http://qt.digia.com/licensing. For further information ** use the contact form at http://qt.digia.com/contact-us. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 2.1 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPL included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 2.1 requirements ** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. ** ** In addition, as a special exception, Digia gives you certain additional ** rights. These rights are described in the Digia Qt LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3.0 as published by the Free Software ** Foundation and appearing in the file LICENSE.GPL included in the ** packaging of this file. Please review the following information to ** ensure the GNU General Public License version 3.0 requirements will be ** met: http://www.gnu.org/copyleft/gpl.html. ** ** ** $QT_END_LICENSE$ ** ****************************************************************************/ //! [0] QGLFormat fmt; fmt.setAlpha(true); fmt.setStereo(true); QGLFormat::setDefaultFormat(fmt); //! [0] //! [1] QGLFormat fmt; fmt.setDoubleBuffer(false); // single buffer fmt.setDirectRendering(false); // software rendering MyGLWidget* myWidget = new MyGLWidget(fmt, ...); //! [1] //! [2] QGLFormat fmt; fmt.setOverlay(true); fmt.setStereo(true); MyGLWidget* myWidget = new MyGLWidget(fmt, ...); if (!myWidget->format().stereo()) { // ok, goggles off if (!myWidget->format().hasOverlay()) { qFatal("Cool hardware required"); } } //! [2] //! [3] // The rendering in MyGLWidget depends on using // stencil buffer and alpha channel MyGLWidget::MyGLWidget(QWidget* parent) : QGLWidget(QGLFormat(QGL::StencilBuffer | QGL::AlphaChannel), parent) { if (!format().stencil()) qWarning("Could not get stencil buffer; results will be suboptimal"); if (!format().alpha()) qWarning("Could not get alpha channel; results will be suboptimal"); ... } //! [3] //! [4] QApplication a(argc, argv); QGLFormat f; f.setDoubleBuffer(false); QGLFormat::setDefaultFormat(f); //! [4] //! [5] QGLFormat f = QGLFormat::defaultOverlayFormat(); f.setDoubleBuffer(true); QGLFormat::setDefaultOverlayFormat(f); //! [5] //! [6] // ...continued from above MyGLWidget* myWidget = new MyGLWidget(QGLFormat(QGL::HasOverlay), ...); if (myWidget->format().hasOverlay()) { // Yes, we got an overlay, let's check _its_ format: QGLContext* olContext = myWidget->overlayContext(); if (olContext->format().doubleBuffer()) ; // yes, we got a double buffered overlay else ; // no, only single buffered overlays are available } //! [6] //! [7] QGLContext *cx; // ... QGLFormat f; f.setStereo(true); cx->setFormat(f); if (!cx->create()) exit(); // no OpenGL support, or cannot render on the specified paintdevice if (!cx->format().stereo()) exit(); // could not create stereo context //! [7] //! [8] class MyGLDrawer : public QGLWidget { Q_OBJECT // must include this if you use Qt signals/slots public: MyGLDrawer(QWidget *parent) : QGLWidget(parent) {} protected: void initializeGL() { // Set up the rendering context, define display lists etc.: ... glClearColor(0.0, 0.0, 0.0, 0.0); glEnable(GL_DEPTH_TEST); ... } void resizeGL(int w, int h) { // setup viewport, projection etc.: glViewport(0, 0, (GLint)w, (GLint)h); ... glFrustum(...); ... } void paintGL() { // draw the scene: ... glRotatef(...); glMaterialfv(...); glBegin(GL_QUADS); glVertex3f(...); glVertex3f(...); ... glEnd(); ... } }; //! [8]