On Tue, 24 Apr 2007 17:33:11 -0500,
"Nathan Ingersoll" <[EMAIL PROTECTED]> wrote :

> On 4/24/07, Simon TRENY <[EMAIL PROTECTED]> wrote:
> >
> > from this:
> > 1. Creation of a drawable
> > 2. Creation of the GL-engine from the drawable
> > 3. While (1) do { engine->render() }
> >
> > to this:
> > 1. Creation of a drawable
> > 2. Creation of a GL-context from the drawable
> > 2. Creation of the GL-engine
> > 3. While (1) do { engine->render(); swap_buffers(GL-context) }
> 
> Is there any reason that this could not be controlled simply by the
> engine info passed at setup time?
> 
> If the info contains a GL-context, use the passed context and don't
> call swap_buffers, otherwise use the current behavior. Seems like you
> would get the best of both worlds and the usual case would still be
> just as simple as it is now.
> 
Actually, the GL-context is almost only used to swap the buffers, so
passing the context to the engine if the engine doesn't call the
swap_buffers() functions is not really coherent I think.
And since there is no generic GL-context type (each windowing system
implements its own type for the GL-context: GLXContext for GLX, HGLRC
for Windows...), we still couldn't have a generic GL-engine (we would
still need one GL-engine per windowing system).

Simon

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