Details
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Technical task
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Resolution: Done
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P1: Critical
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None
Description
Study options how to handle the HW specific functionality in the Qt 3D Studio editor. How to e.g. handle OpenGL ES 2 support in the engine that disables certain features. Some options to consider are:
- Does it make sense to offer editing modes for certain runtime targets like OpenGL ES 2 HW. In this case designer can still design a project that requires more than the most limite HW can offer, but you can preview how your design will look with different targets and UI controls for removed features become disabled or are hidden. --> Produces projects that can run on different environments.
- Does it make sense to limit a project to support OpenGL ES 2 only? In this case the UI disables or removes features that are beyond the target HW completely and you can only use OpenGL ES 2 features in this project. --> Produces projects that are specifically aimed at the more limited HW.
Attachments
Issue Links
- relates to
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QT3DS-36 Port runtime on top of OpenGL ES 2.0
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- Closed
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- resulted in
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QT3DS-1076 Support for target device specific variations
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- Open
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