hi,

I've written an Iop node which renders objects with user-defined fragment
shader and vertex shader, and the final image is showed in the viewer. I
didn't remember clearly the details, but I do remember that I finally
defined the render context in engine() and pBuffer was copied to the output
buffer... and then i connect a Write node to save the image..

Just like jonathan said, engine is not designed to access to OpenGL context,
I'am not sure about that either.. But it seemed that worked

hope this could be helpful

regards

XL

2011/5/23 PieterVanHouten <[email protected]>

>  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
>
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