I never knew that the project has been around for so long, let alone that its older than myself.
But what I can clearly read from the blog post: Qt likes to break compatibility a lot between their major releases...
But what I can clearly read from the blog post: Qt likes to break compatibility a lot between their major releases...
Krita's scope and architecture requires both cross-platform compatibility and deep integration with the OS. For the latter, they need some degree of going past Qt's cross-platform abstractions, and Qt happens to have made some substantial changes to the way they build on the platform's graphics APIs.
As long as you're sticking with Qt's cross-platform API, you're good; if you ignore it and go full OpenGL or Vulkan for all UI, you're good; it's when you try to mix both that things get hairy.