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 ?
You mean an X flag? I have been thinking about setting some flag for DCs to which a pbuffer is associated. I'm not sure if I'm correct but from what I saw some WGL extension needs to be called to receive a DC for a pbuffer. If we could set a pbuffer flag in there and retrieve it in wglMakeCurrent it would work. I fear that this can only be done in a clean way if it code would be in x11drv :( > > 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...) I doubt that Alexandre will allow something this :( > > 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 Perhaps that would be cleaner. Roderick -- Echte DSL-Flatrate dauerhaft für 0,- Euro*. Nur noch kurze Zeit! "Feel free" mit GMX DSL: http://www.gmx.net/de/go/dsl
