[eq-dev] wglWindow broken / FBO's and DC's on WGL
Stefan Eilemann
eilemann at gmail.com
Wed Jan 14 15:14:55 CET 2009
On Wed, Jan 14, 2009 at 10:40 AM, Mathias Heyer <mheyer at 3dinteractive.de> wrote:
> Without an affinity-DC, you can't create a window-less FBO. But you can
> create an invisible window (using a memory-undemanding pixel format), create
> a render context for it and then use that RC to create a FBO which you will
> then render into.
Thanks for the info. That was my backup plan, and the glxWindow uses
the same approach.
> Affinity DCs allow you to create a window-less render context, too.
> This is what the specs say:
>
> " An affinity-DC has no window associated with it, and therefore it
> has no default window-system-provided framebuffer. (Note: This is
> terminology borrowed from EXT_framebuffer_object). A context made
> current to an affinity-DC will only be able to render into an
> application-created framebuffer object, or a pBuffer. The default
> window-system-framebuffer object, when bound, will be incomplete.
> The EXT_framebuffer_object specification defines what 'incomplete'
> means exactly. "
Well, at least glDrawBuffer generates, unsurprisingly, an error in this case. ;)
The current svn version works again for windows and PBuffers. WGL
FBO's don't work yet.
Cheers,
Stefan.
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