[sldev] Tip of the iceberg...

Lawson English lenglish5 at cox.net
Tue Sep 1 21:42:39 PDT 2009


Argent Stonecutter wrote:
> On 2009-09-01, at 09:10, Lawson English wrote:
>   
>> Well, drawing to a shared-memory bitmap isn't hard at all, but  
>> unless your application already has provisions for drawing to  
>> arbitrary shared memory via an externally-provided pointer, you  
>> still need to work something up to actually use that pointer,  
>> regardless of what API you're drawing with. If nothing else, how  
>> does your program know which bit of memory to use since this isn't  
>> provided via the normal windowing system?
>>     
>
> It is provided by the normal windowing system. I'm not talking about  
> modifying the application, I'm talking about nesting the application  
> window at the OS level. This has been routine on the X Window System  
> for 20 years, I was using an app that virtualized GDI on Windows in  
> 1999, and every window in OS X is an OpenGL texture already.
>
>   
Ah, OK. I thought you might mean something like that, so I searched 
around a bit for info on redirecting to Mac OS X OpenGL windows.


COuldn't find anything, which means nothing, of course.


L



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