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.
OpenGL3.0 will allow you to natively create a render context without
associated window.
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. "
http://www.opengl.org/registry/specs/NV/gpu_affinity.txt
greetings,
Mathias
> -----Original Message-----
> From: [email protected] [mailto:eq-dev-
> [email protected]] On Behalf Of Stefan Eilemann
> Sent: Wednesday, January 14, 2009 10:08 AM
> To: Equalizer Developer List
> Subject: [eq-dev] wglWindow broken / FBO's and DC's on WGL
>
> Hi all,
>
> first and foremost this is a heads-up that the WGL code is currently
> broken. Please use revision 2454 for now.
>
> Secondly this is a call for help: If anybody of you has working code
> which shows how to use FBO's on WGL without having a window or
> PBuffer, I'ld like to see it. As an added bonus, this code would work
> with and without affinity DC's.
>
>
> Cheers,
>
> Stefan.
>
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