Hi Robert,
I see, sharing context is not so portable...
Anyway, I see them used at least for compile contexts. Does it mean that
compile contexts and background compiling is not recommended to be used
in general? Or at least on Linux and Windows? I had impression they are
used for PagedLOD...
My original problem came from question whether all osg::GraphicsContext
with the same contextID supports exactly the same OpenGL/GLU/WGL/GLX
extensions.
Thanks for clarification. This info is very valuable.
John
Robert Osfield wrote:
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
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