You need a valid OpenGL context to do any OpenGL calls, and there's only a few 
Op methods that are called when there's a valid context.
Generally speaking, calls with a ViewerContext passed to them (not to be 
confused with an OpenGL context) are safe to do OpenGL calls and those are 
basically build_handles() and draw_handles().
Nuke wasn't originally designed to allow engine threads access to the OpenGL 
context, so all the OpenGL support is oriented towards GUI-only purposes.

Maybe the Foundry can give more info - I'm sure they've got some plans in the 
works to allow engine threads to do OpenGL.

-jonathan


On May 23, 2011, at 8:32 AM, PieterVanHouten wrote:

> Hi Ivan,
> 
> thank you very much for your valuable feedback. I am still not sure if 
> draw_handles is the right place to do this. Please let me go a bit more into 
> details:
> 
> i have my own Iop, that is supposed to do heavy OpenGL rendering into an 
> offscreen buffer. i then need to render this buffer to my output. So i need a 
> good render context while doing this. I found out that doing this in 
> draw_handles() works very well, but it feels wrong. 
> 
> What do you think?
> 
> Thank you
> Pieter
> _______________________________________________
> Nuke-dev mailing list
> [email protected], http://forums.thefoundry.co.uk/
> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-dev

_______________________________________________
Nuke-dev mailing list
[email protected], http://forums.thefoundry.co.uk/
http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-dev

Reply via email to