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/****************************************************************************
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**
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** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
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** All rights reserved.
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** Contact: Nokia Corporation (qt-info@nokia.com)
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**
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** This file is part of the documentation of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:LGPL$
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** No Commercial Usage
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** this package.
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** GNU Lesser General Public License Usage
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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/*!
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\example opengl/overpainting
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\title Overpainting Example
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The Overpainting example shows how QPainter can be used
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to overpaint a scene rendered using OpenGL in a QGLWidget.
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\image overpainting-example.png
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QGLWidget provides a widget with integrated OpenGL graphics support
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that enables 3D graphics to be displayed using normal OpenGL calls,
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yet also behaves like any other standard Qt widget with support for
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signals and slots, properties, and Qt's action system.
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Usually, QGLWidget is subclassed to display a pure 3D scene. The
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developer reimplements \l{QGLWidget::initializeGL()}{initializeGL()}
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to initialize any required resources, \l{QGLWidget::resizeGL()}{resizeGL()}
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to set up the projection and viewport, and
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\l{QGLWidget::paintGL()}{paintGL()} to perform the OpenGL calls needed
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to render the scene. However, it is possible to subclass QGLWidget
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differently to allow 2D graphics, drawn using QPainter, to be
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painted over a scene rendered using OpenGL.
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In this example, we demonstrate how this is done by reusing the code
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from the \l{Hello GL Example}{Hello GL} example to provide a 3D scene,
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and painting over it with some translucent 2D graphics. Instead of
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examining each class in detail, we only cover the parts of the
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\c GLWidget class that enable overpainting, and provide more detailed
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discussion in the final section of this document.
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\section1 GLWidget Class Definition
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The \c GLWidget class is a subclass of QGLWidget, based on the one used
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in the \l{Hello GL Example}{Hello GL} example. Rather than describe the
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class as a whole, we show the first few lines of the class and only
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discuss the changes we have made to the rest of it:
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\snippet examples/opengl/overpainting/glwidget.h 0
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\dots
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\snippet examples/opengl/overpainting/glwidget.h 1
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\dots
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\snippet examples/opengl/overpainting/glwidget.h 4
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As usual, the widget uses \l{QGLWidget::initializeGL()}{initializeGL()}
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to set up geometry for our scene and perform OpenGL initialization tasks.
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The \l{QGLWidget::resizeGL()}{resizeGL()} function is used to ensure that
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the 3D graphics in the scene are transformed correctly to the 2D viewport
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displayed in the widget.
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Instead of implementing \l{QGLWidget::paintGL()}{paintGL()} to handle updates
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to the widget, we implement a normal QWidget::paintEvent(). This
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allows us to mix OpenGL calls and QPainter operations in a controlled way.
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In this example, we also implement QWidget::showEvent() to help with the
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initialization of the 2D graphics used.
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The new private member functions and variables relate exclusively to the
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2D graphics and animation. The \c animate() slot is called periodically by the
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\c animationTimer to update the widget; the \c createBubbles() function
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initializes the \c bubbles list with instances of a helper class used to
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draw the animation; the \c drawInstructions() function is responsible for
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a semi-transparent message that is also overpainted onto the OpenGL scene.
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\section1 GLWidget Class Implementation
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Again, we only show the parts of the \c GLWidget implementation that are
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relevant to this example. In the constructor, we initialize a QTimer to
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control the animation:
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\snippet examples/opengl/overpainting/glwidget.cpp 0
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We turn off the widget's \l{QWidget::autoFillBackground}{autoFillBackground} property to
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instruct OpenGL not to paint a background for the widget when
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\l{QPainter::begin()}{QPainter::begin()} is called.
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As in the \l{Hello GL Example}{Hello GL} example, the destructor is responsible
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for freeing any OpenGL-related resources:
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\snippet examples/opengl/overpainting/glwidget.cpp 1
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The \c initializeGL() function is fairly minimal, only setting up the QtLogo
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object used in the scene. See the \l{Hello GL Example}{Hello GL} example
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for details of the QtLogo class.
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\snippet examples/opengl/overpainting/glwidget.cpp 2
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To cooperate fully with QPainter, we defer matrix stack operations and attribute
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initialization until the widget needs to be updated.
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In this example, we implement \l{QWidget::paintEvent()}{paintEvent()} rather
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than \l{QGLWidget::paintGL()}{paintGL()} to render
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our scene. When drawing on a QGLWidget, the paint engine used by QPainter
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performs certain operations that change the states of the OpenGL
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implementation's matrix and property stacks. Therefore, it is necessary to
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make all the OpenGL calls to display the 3D graphics before we construct
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a QPainter to draw the 2D overlay.
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We render a 3D scene by setting up model and projection transformations
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and other attributes. We use an OpenGL stack operation to preserve the
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original matrix state, allowing us to recover it later:
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\snippet examples/opengl/overpainting/glwidget.cpp 4
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We define a color to use for the widget's background, and set up various
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attributes that define how the scene will be rendered.
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\snippet examples/opengl/overpainting/glwidget.cpp 6
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We call the \c setupViewport() private function to set up the
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projection used for the scene. This is unnecessary in OpenGL
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examples that implement the \l{QGLWidget::paintGL()}{paintGL()}
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function because the matrix stacks are usually unmodified between
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calls to \l{QGLWidget::resizeGL()}{resizeGL()} and
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\l{QGLWidget::paintGL()}{paintGL()}.
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Since the widget's background is not drawn by the system or by Qt, we use
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an OpenGL call to paint it before positioning the object defined earlier
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in the scene:
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\snippet examples/opengl/overpainting/glwidget.cpp 7
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Once the QtLogo object's draw method has been executed, the GL
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states we changed and the matrix stack needs to be restored to its
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original state at the start of this function before we can begin
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overpainting:
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\snippet examples/opengl/overpainting/glwidget.cpp 8
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With the 3D graphics done, we construct a QPainter for use on the widget
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and simply overpaint the widget with 2D graphics; in this case, using a
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helper class to draw a number of translucent bubbles onto the widget,
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and calling \c drawInstructions() to overlay some instructions:
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\snippet examples/opengl/overpainting/glwidget.cpp 10
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When QPainter::end() is called, suitable OpenGL-specific calls are made to
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write the scene, and its additional contents, onto the widget.
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With \l{QGLWidget::paintGL()}{paintGL()} the
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\l{QGLWidget::swapBuffers()}{swapBuffers()} call is done for us. But an explicit
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call to swapBuffers() is still not required because in the
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\l{QWidget::paintEvent()}{paintEvent()} method the QPainter on the OpenGL
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widget takes care of this for us.
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The implementation of the \l{QGLWidget::resizeGL()}{resizeGL()} function
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sets up the dimensions of the viewport and defines a projection
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transformation:
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\snippet examples/opengl/overpainting/glwidget.cpp 11
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Ideally, we want to arrange the 2D graphics to suit the widget's dimensions.
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To achieve this, we implement the \l{QWidget::showEvent()}{showEvent()} handler,
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creating new graphic elements (bubbles) if necessary at appropriate positions
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in the widget.
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\snippet examples/opengl/overpainting/glwidget.cpp 12
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This function only has an effect if less than 20 bubbles have already been
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created.
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The \c animate() slot is called every time the widget's \c animationTimer emits
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the \l{QTimer::timeout()}{timeout()} signal. This keeps the bubbles moving
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around.
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\snippet examples/opengl/overpainting/glwidget.cpp 13
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We simply iterate over the bubbles in the \c bubbles list, updating the
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widget before and after each of them is moved.
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The \c setupViewport() function is called from \c paintEvent()
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and \c resizeGL().
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\snippet examples/opengl/overpainting/glwidget.cpp 14
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The \c drawInstructions() function is used to prepare some basic
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instructions that will be painted with the other 2D graphics over
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the 3D scene.
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\snippet examples/opengl/overpainting/glwidget.cpp 15
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\section1 Summary
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When overpainting 2D content onto 3D content, we need to use a QPainter
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\e and make OpenGL calls to achieve the desired effect. Since QPainter
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itself uses OpenGL calls when used on a QGLWidget subclass, we need to
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preserve the state of various OpenGL stacks when we perform our own
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calls, using the following approach:
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\list
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\o Reimplement QGLWidget::initializeGL(), but only perform minimal
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initialization. QPainter will perform its own initialization
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routines, modifying the matrix and property stacks, so it is better
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to defer certain initialization tasks until just before you render
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the 3D scene.
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\o Reimplement QGLWidget::resizeGL() as in the pure 3D case.
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\o Reimplement QWidget::paintEvent() to draw both 2D and 3D graphics.
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\endlist
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The \l{QWidget::paintEvent()}{paintEvent()} implementation performs the
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following tasks:
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\list
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\o Push the current OpenGL modelview matrix onto a stack.
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\o Perform initialization tasks usually done in the
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\l{QGLWidget::initializeGL()}{initializeGL()} function.
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\o Perform code that would normally be located in the widget's
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\l{QGLWidget::resizeGL()}{resizeGL()} function to set the correct
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perspective transformation and set up the viewport.
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\o Render the scene using OpenGL calls.
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\o Pop the OpenGL modelview matrix off the stack.
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\o Construct a QPainter object.
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\o Initialize it for use on the widget with the QPainter::begin() function.
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\o Draw primitives using QPainter's member functions.
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\o Call QPainter::end() to finish painting.
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\endlist
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*/
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