I'm fairly certain there's a way to create a window that's not visible, supported by all three major windowing APIs. I know that's not quite what your looking for, but it's an option.
 
I do agree with J-S, I think you need to have a context current to something. Since the calling app appears to already have a context current to a visible window, it seems like the best solution would be for your code to bind the FBO, render to texture, then unbind and return to the calling app -- all while the callng app's context is current to its visible window.
   -Paul
 
 
-------- Original Message --------
Subject: Re: [osg-users] Barenaked FBO-based-Viewer without window
From: Jean-Sébastien_Guay <[email protected]>;
Date: Sat, April 09, 2011 4:08 am
To: OpenSceneGraph Users <[email protected]>

Hi Chris,

>> In any case, to use FBOs you need a context, one way or the other.
>
> I'm going to have to go back and read up on my reference material again. I thought for
> sure there was supposed to be a way to use FBOs without pbuffers.

Yes, if you have an onscreen context already you can use FBOs to do RTT
passes which you then use in a final onscreen pass.

So that's what I meant - if your OpenGL app already creates a context,
there's no reason to create one (pbuffer or otherwise) just to be able
to use FBOs, you could create your FBOs in the existing context.

J-S
--
______________________________________________________
Jean-Sebastien Guay [email protected]
http://www.cm-labs.com/
http://whitestar02.dyndns-web.com/
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