> osgFX has this same problem, you don't actually know what the 
> graphics context supports until you've got a valid graphics 
> context to test against - which means the draw traversal, 
> which is after the cull traversal where you need to make the 
> descision.  The way osgFX deals with this is to have one 
> frame which the test is done, and the next frame the result 
> can be used.

I was afraid of that. This is one of OpenGL's drawbacks, in my opinion. I
understand why it is the way it is, but that doesn't make me stop wishing
there was a better way to query capabilities from the underlying graphics
system without having to have a current context.

> The other way is to have the LightPointSpriteDrawable test 
> for the extension in its drawImplementation and if it isn't 
> supported do a graceful fallback locally.  This is what I'd do.

Ah! Good call.
   -Paul

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