Moi3d V4 beta version approximately when?

 From:  Michael Gibson
7430.13 In reply to 7430.12 
Hi arekm,

> You mean you need to do viewport hangling directly by avoiding qt5?

Pretty much - certainly on Windows I'll continue to use Direct3D same as it currently does. Then for other operating systems I need to make an OpenGL port which will make OpenGL calls instead of Direct3D calls.


> I was hoping that things can be made crossplatform by only using qt5 and relying on qt5 ability to
> use underlying 3d acceleration in the system (opengl on linux, whatever is available on windows/macos).

The more of a packaged up abstraction that is used, the harder it can be to get the particular specific behavior you want.


> http://doc.qt.io/qt-5/qtquick-visualcanvas-scenegraph.html

Even though this one is based on OpenGL, it's more about doing 2D GUI handling using OpenGL for displaying animated controls and things like that, not for heavy 3D model content.


> http://doc.qt.io/qt-5/qtgui-index.html#opengl-and-opengl-es-integration

I will probably be using some of this stuff - but this stuff is basically a fairly thin wrapper around OpenGL - if your video driver does not work properly it won't save things from that.


> (if that would work then in theory moi3d would even run on software based opengl (which
> is available on Linux by default) ... not really usable for normal work but it would run)

I can't really target software only 3D graphics, it's just too slow.

- Michael