On Saturday 19 August 2006 17:26, Roderick Colenbrander wrote: > There's one big issue regarding windowed opengl rendering and pbuffers. A > while ago Huw added some code for bitmap rendering using GLX Pixmaps. In > the end our wglMakeCurrent checks whether the DC is used for offscreen > rendering or not. If offscreen rendering is used (there's no distinction > between a pixmap or a pbuffer!) it an indirect GLX Context as that's needed > for pixmaps (mesa+dri doesn't accelerate it). > > This code is also entered for games like World of Warcraft which use > pbuffers. The main issue is that some glDrawBuffer line is called (single > buffer emulation). In case of non-Nvidia users the indirect rendering > context which shouldn't be needed for pbuffers is very bad, as most drivers > don't accelerate indirect rendering yet. The glxpixmap code should be > rewritten using pbuffers or perhaps there's a different way.
what about a flag for specifics glxpixmaps ? > On irc someone suggested to create a new window for opengl rendering and > put it on top of the place that needs rendering. He claimed that something > similar is done on Windows. Yes i thought about the same :) But seems ugly to handle on x11drv (2 window for the same => redirect input, etc...) > This would solve the issues. I was also thinking about layering WineD3D on > top of WGL also for the sake of portability and it will allow us to use > WineD3D on Windows for testing purposes. It would be usefull if our opengl > can atleast handle windowed rendering. I don't know the code that well to > change it. Problem with WineD3D on top of WGL is that we lost many of usefull APIs I think WineD3D on top of x11drv (as WGL on top of x11drv) should a the better way > Roderick Regards, Raphael
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