Hi Ulrich,

On Mon, May 25, 2009 at 8:44 PM, Ulrich Hertlein <[email protected]> wrote:
>> Basically SDL can't do multiple context work.
>
> Okay, but OSG can, right?  So if SDL thinks it's only dealing with a single
> context and OSG does the context work (make pbuffer context current, render,
> release) wouldn't that work?

No.  If you have a single thread you have to make one context current
do stuff, then release the context, then make the new context current,
do stuff, then release the second context, then make the first context
current again.

>> The best you can do in your position is try to use the OSG's FBO
>> support at least then you could do everything from a single graphics
>> context.
>
> But OSG and SDL would still get in each others way w.r.t. OpenGL state
> handling.

No.  SDL doesn't do any OpenGL state work as far as I'm aware, it just
sets up the context and then your app does everything else.

> I was (still am) hoping that I can get OSG to create and manage a separate
> context alongside the SDL OpenGL context.  Worst case the only linkage would
> be via glReadPixels from the OSG context and uploading to another context.

Man you're making this hard for yourself.  Stop expecting SDL to be
your friend on this stuff.  It's designed for simple OpenGL apps that
just need a single context and to run it single threaded - for this
it's great, go outside this scope and your on going to waste your time
and everybody elses.

Robert.
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