Qt5 tries to eliminate this gap. With the platform plugin approach – the HW "platform" is expected to provide OpenGL ES2, and any other additional HW acceleration on top of that as part of the platform. In essence – with GLES2 – every screen update in Qt5 happens via an OpenGL ES texturing operation, rather than any other means. In addition to this fundamental change, Qt5 brings in another major programming model update – that of QML, Qt3D etc.
Qt5 tries to eliminate this gap. With the platform plugin approach – the HW "platform" is expected to provide OpenGL ES2, and any other additional HW acceleration on top of that as part of the platform. In essence – with GLES2 – every screen update in Qt5 happens via an OpenGL ES texturing operation, rather than any other means. In addition to this fundamental change, Qt5 brings in another major programming model update – that of QML, Qt3D etc.
Qt5 tries to eliminate this gap. With the platform plugin approach – the HW "platform" is expected to provide OpenGL ES2, and any other additional HW acceleration on top of that as part of the platform. In essence – with GLES2 – every screen update in Qt5 happens via an OpenGL ES texturing operation, rather than any other means. In addition to this fundamental change, Qt5 brings in another major programming model update – that of QML, Qt3D etc.
A key thing specific to our (SGX based) platforms – With the elimination of the display plugin, Qt5 no longer uses or supports blits via pvr2d or wsegl, and instead directly uses the egl (or window) capabilities exposed by the GL driver. This eliminates immediately a large portion of pvr2d/wsegl version related issues that cropped up in earlier Qt versions.