Hello Carsten,

"Carsten Neumann" <carsten_neum...@gmx.net> schrieb im 
Newsbeitrag news:4c18e8af.4000...@gmx.net...
>
>> 2. Is there any information available how I can implement a robust
>> printing service on the windows platform without resolving to a memory
>> device context?
>
> hm, I don't know about the specific requirements for printing, ...
>
On printing it is most important to support huge canvas sizes since a 
printer typically does have a much higher resolution than a monitor screen. 
Besides of memory considerations, the viewport sizes supported by graphics 
hardware are bounded to some maximum value. So with a naive setup, like the 
one we are currently using, it is not possible to print say on a A0 plotter 
with 600dpi. Of course, printing should also support all the nice features 
like textures and program shader rendered scenes.

So what would be a good printing strategy?

1. Tiling of the viewport and drawing the tiles independently. Subsequential 
assembly of the final printing image and outputting the image on the 
printing device.
2. Not use of the windows memory context, i.e. writing the pixel information 
directly into some image file format.

I will try to solve this problem in the near future. Maybe, I will ask some 
questions about pixel buffers and/or FBO which are new for me.

Unfortunately, I do not only have the OpenSG scene, but additional rendered 
OpenGL stuff in the same window.

>
> imagine if you have an image that there must be some way to print it. So
> my guess would be that you can simply render with an FBO, download the
> image/texture from the GPU into main memory
>
terra incognita...

Best,
Johannes




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