[PD-dev] [GEM] rendering context (gem2pdp)

chris clepper cclepper at artic.edu
Fri Mar 14 08:42:29 CET 2003


>  > An open question: does SDL encapsulate enough glx/wgl/mac os features to
>>  support pbuffers and multiple rendering contexts in a platform independent
>>  way?
>>
>
>an nvidia engineer told me pbufs don't work on osx yet. he sent me these
>links for a linux/windows pbuffer abstraction:

OSX can render from an offscreen buffer to a texture.  here's some sample code:
http://developer.apple.com/samplecode/Sample_Code/Graphics_3D/AGLSurfaceTexture.htm

if pdp and gem both have aglcontexts then this method will work. 
also, it works on both ATI and Nvidia hardware and non-power-of-two 
buffer and texture sizes.

cgc

>
>it seems the platform dependent things can be tucked away nicely, likewize
>for ordinary rendering contexts (windows). wgl also supports direct render to
>texture, without the pbuffer intermediate. as for sdl, i really don't know. i
>do know that there are some issues with sdl on osx you should be aware of,
>namely it requires the entry point of your program to be wrapped in objC
>code, which would require a serious workaround or a patch to pd.
>
>
>tom
>
>
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