On Saturday 19 August 2006 17:26, Roderick Colenbrander wrote:
> There's one big issue regarding windowed opengl rendering and pbuffers. A
> while ago Huw added some code for bitmap rendering using GLX Pixmaps. In
> the end our wglMakeCurrent checks whether the DC is used for offscreen
> rendering or not. If offscreen rendering is used (there's no distinction
> between a pixmap or a pbuffer!) it an indirect GLX Context as that's needed
> for pixmaps (mesa+dri doesn't accelerate it).
>
> This code is also entered for games like World of Warcraft which use
> pbuffers. The main issue is that some glDrawBuffer line is called (single
> buffer emulation). In case of non-Nvidia users the indirect rendering
> context which shouldn't be needed for pbuffers is very bad, as most drivers
> don't accelerate indirect rendering yet. The glxpixmap code should be
> rewritten using pbuffers or perhaps there's a different way.

what about a flag for specifics glxpixmaps ?

> On irc someone suggested to create a new window for opengl rendering and
> put it on top of the place that needs rendering. He claimed that something
> similar is done on Windows.

Yes i thought about the same :)
But seems ugly to handle on x11drv (2 window for the same => redirect input, 
etc...)

> This would solve the issues. I was also thinking about layering WineD3D on
> top of WGL also for the sake of portability and it will allow us to use
> WineD3D on Windows for testing purposes. It would be usefull if our opengl
> can atleast handle windowed rendering. I don't know the code that well to
> change it.

Problem with WineD3D on top of WGL is that we lost many of usefull APIs
I think WineD3D on top of x11drv (as WGL on top of x11drv) should a the better 
way

> Roderick

Regards,
Raphael

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