/**************************************************************************** ** ** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies). ** Contact: http://www.qt-project.org/ ** ** This file is part of the documentation of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:BSD$ ** You may use this file under the terms of the BSD license as follows: ** ** "Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions are ** met: ** * Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** * Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in ** the documentation and/or other materials provided with the ** distribution. ** * Neither the name of Nokia Corporation and its Subsidiary(-ies) nor ** the names of its contributors may be used to endorse or promote ** products derived from this software without specific prior written ** permission. ** ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." ** ** $QT_END_LICENSE$ ** ****************************************************************************/ //! [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]