There is not much experience with OpenGL to create two-dimensional scenes. Now I decided to work with 3D and the question was: what is the best?

1) Use pure opengl?

2) Work with OpenGL via Qt? Logic dictates that this option should be more preferable and simpler, but the fact is that there is a bunch of tutorials on pure OpenGL, but on OpenGL ES in Qt there are none, at least in Russian.

The main goal - to get real experience with graphics. And in fact such questions have been formed:

1) Which option is used in real game development (when the company initially writes its engine, for example)?

2) Which option would be preferable for the employer? If I have experience with pure OpenGL or via Qt wrappers?

Closed due to the fact that it is necessary to reformulate the question so that it was possible to give an objectively correct answer by the participants of Kromster , user194374, Denis Bubnov , aleksandr barakin , Alex 5 December '16 at 17:24 .

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    1 answer 1

    Opengl makes it easier to work without qt, but qt will help if you make a cross-platform application. So here is the choice between the speed of development and portability of the project in the future. Ps I use pure OpenGL in conjunction with GLSL.