Hi Chris,
In any case, to use FBOs you need a context, one way or the other.
I'm going to have to go back and read up on my reference material again. I
thought for
sure there was supposed to be a way to use FBOs without pbuffers.
Yes, if you have an onscreen context already you can use
I'm fairly certain there's a way to createa window that's not visible,supported by all three major windowing APIs. I know that's not quite what your looking for, but it's an option.
I do agree withJ-S, I think you need to have a context current to something. Sincethe calling app appears to
On 4/9/2011 5:08 AM, Jean-Sébastien Guay wrote:
Yes, if you have an onscreen context already you can use FBOs to do RTT
passes which you
then use in a final onscreen pass.
So that's what I meant - if your OpenGL app already creates a context,
there's no reason
to create one (pbuffer or
On 4/9/2011 8:53 AM, pma...@skew-matrix.com wrote:
I'm fairly certain there's a way to create a window that's not visible,
supported by all
three major windowing APIs. I know that's not quite what your looking for,
but it's an option.
I've done this approach in the past in other apps, and
I'm doing some Render To Texture work right now, where I'm rendering to a
texture that
is then utilized by some very basic (non-OSG) OpenGL code. I share contexts
between OSG
and the basic OpenGL window so that I can rasterize the OSG-rendered texture
onto a
fullscreen quad. I'm using plain
Hi Chris,
Unfortunately with the FBO, I always end up with something onscreen. Either
a fullscreen
display or if I use setUpViewInWindow I get a window. I don't know how to get a
completely
non-visible FBO.
An FBO is not a context - it's an object that uses an existing context
to do its
On 4/8/2011 3:54 PM, Jean-Sébastien Guay wrote:
An FBO is not a context - it's an object that uses an existing context to do
its work. So
you need an existing context to be able to use an FBO.
Contexts can be one of 2 flavors. Either onscreen (GraphicsWindow) or
offscreen (pbuffer).
Using
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