Simon TRENY wrote:
> 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).

Implement swap_buffers as a callback?

Sebastian


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