Hi John, I would have though WGL/GLX/OpenGL driver would produce an error if you tried to share contexts that didn't provide the same capabilities.
What problems are you seeing? As a general note, compile contexts haven't proven to be particularly portable and wouldn't recommend general deployment. If you know that they definitely work well for you app and the platforms that your are targeting then great, but otherwise I'd suggest not trying to use them. Robert. On Wed, Oct 6, 2010 at 1:04 PM, PCJohn <[email protected]> wrote: > I have fallen to the problems of compile context and sharing lists > (wglShareLists, glXCreateContext(x,x,true,x)). > > They share display lists, VBO/IBO, shaders, textures, FBO, PBO. > But how is it with rendering capabilities, e.g. is OSG compile context and > "shared" OpenGL context guaranteed to have the same OpenGL version and the > same extensions available? I am looking for general case that include > systems with several various graphics cards or even remote rendering setups > with OSG. > > For example, I may create OpenGL 4.0 style shader in compile context because > it indicates that OpenGL 4.0 is available, but can I relay on a presumption > that rendering context will support OpenGL 4.0 as well? > > Or even worse scenario - the user may specify arbitrary context for sharing > in traits. Will it break above mentioned things? > > Thanks, > John > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

