winapi - Multiple windows with shared context -
I currently have an implementation that mobile Intel works on all video cards except GM45. Unfortunately, when I try to call In my method, I am reusing the same I know that I can use it by using multiple references and using Is there a way to implement multiple windows in OpenGL using a reference to make texture construction very simple? Otherwise, I have to be aware of all the windows in my application and I have code that was already implemented before I start loading the texture, right? Edit: I have also tried to apply First of all, let me tell you how great it is, you aim to reference reuse However, if you have to work around the driver worm (this is what you are going through, then you should never do the program accident. Only one error occurs in the worst case), then well Work around it using wglShareLists. The names of the two references are perfectly fine to merge namespaces, unless there is an object ID collision. This means that your primary reference can already be loaded with texture and properties, as long as the references that merge your namespace are "virgin" then all existing assets of the "old" reference will also be included in a new form Will appear. I have seen something about your code: You have written: wglMakeCurrent (SDC, SRC); On the said video card, it crashes completely. I do not have physical access to this video card.
sRC based on the first
sdc . Now, I have read "If both windows use the same pixel format, then use 1 GL reference for both windows" () which you can call it a reference and multiple windows (DC) And as stated, my implementation works fine on all other video cards.
Fixed HDC sdc = null; Fixed HGLRC SRC = Faucet; Fixed HWND sOldWindow = NULL; Zero GfxReset (HWND Newvando) {if (sCurrentWindow! = NewWindow) {if (SDC) {AssertWGL (wglMakeCurrent (SDC, NULL)); AssetWGL (releasedDC (SCRRT wind, SDC)); } Sdc = getdc (newwindow); Emphasis (SDC); PrepareDC (SDC); // Create render reference if (! SRC) {sRC = wglCreateContext (SDC); Emphasis (SRC); } AssertWGL (wglMakeCurrent (SDC, SRC)); // crash (not claimed) sCurrentWindow = newWindow; }} Static Void Preparation DC (HDC HDC) {PIXELFORMATDESCRIPTOR pfd; Zoramori (and pfd, size (pfd)); Pfd.nSize = sizeof (PFD); Pfd.nVersion = 1; Pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER; Pfd.iPixelType = PFD_TYPE_RGBA; Pfd.cColorBits = 32; Pfd.cDepthBits = 16; Pfd.cStencilBits = 8; Pfd.iLayerType = PFD_MAIN_PLANE; Int Format = Select Pixel Format (HDC, and PFD); Emphasis (format); Emphasis (SetPixelFormat (HDC, format, and PFD)); }
wglShareLists . Regarding asset loading and whotot, I do not want to take this route due to being too much code refactor.
wglCreateContextAttribsARB in the following code: However, the driver is crashed on the call itself.
wglMakeCurrent (sDC, NULL) which tells you that you have conception, an OpenGL R .C. In some way was "bound" for the dukeable DC. It is not what happens, association is actually between context and thread. The recommended call
can be wglMakeCurrent (NULL, NULL) , and very clearly, I do not even know that the result of
wglMakeCurrent (& lt; someDC NULL & gt ;, NULL) is actually defined that there really is a cause for your problem.
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