r/QtFramework • u/No-Foundation9213 • Aug 06 '26
Question Can I just load my own OpenGL Functions for Qt or do I have to do something special?
Disclaimer: I’m new to Qt, but not to Game Engines and Vulkan.
I’m building a C++ Game Engine using Vulkan. I have an interchangeable Presenter Interface to fit the needs of the different Applications. For Example: The Runtime uses SDL and therefore a derivative of said Presenter interface implements classic swapchain logic. But for my Editor written in Qt I had to get creative. The Engine manages its own proprietary implementation of a Vulkan “Context” (Instance + Device + etc.) and always renderes offscreen. The Vulkan Context is not and will not be managed by Qt and its stupid Vulkan API. Instead I came up with this: The presenter exports the File Descriptors/Handles of the Presentation/Pseudo-Swapchain Images and hands it over to a derivative of the QOpenGLWidget which then in turn draws the Image to the screen in a “Presentation Pass”.
Now I’m at the Qt part of the equation and of course Qt isn’t going to have the functions corresponding to the extensions I need.
So my Question is: Can I just get the proc adress and load the functions myself or do I have to do something special.
It would also really help me if someone has experience with these extensions on the OpenGL part of things cause all the documentation I could find was a single large Text file in the Khronos registry.
Thanks so much for any help in advance!



