I believe this is commonly known as "render to texture". A quick google search offered the following: http://ogltotd.blogspot.com/2006/12/render-to-texture.html
On Tue, Sep 1, 2009 at 9:42 PM, Lawson English <lengli...@cox.net> wrote: > Argent Stonecutter wrote: > > On 2009-09-01, at 09:10, Lawson English wrote: > > > >> Well, drawing to a shared-memory bitmap isn't hard at all, but > >> unless your application already has provisions for drawing to > >> arbitrary shared memory via an externally-provided pointer, you > >> still need to work something up to actually use that pointer, > >> regardless of what API you're drawing with. If nothing else, how > >> does your program know which bit of memory to use since this isn't > >> provided via the normal windowing system? > >> > > > > It is provided by the normal windowing system. I'm not talking about > > modifying the application, I'm talking about nesting the application > > window at the OS level. This has been routine on the X Window System > > for 20 years, I was using an app that virtualized GDI on Windows in > > 1999, and every window in OS X is an OpenGL texture already. > > > > > Ah, OK. I thought you might mean something like that, so I searched > around a bit for info on redirecting to Mac OS X OpenGL windows. > > > COuldn't find anything, which means nothing, of course. > > > L > > _______________________________________________ > Policies and (un)subscribe information available here: > http://wiki.secondlife.com/wiki/SLDev > Please read the policies before posting to keep unmoderated posting > privileges >
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