[sldev] Tip of the iceberg...

Dahlia Trimble dahliatrimble at gmail.com
Tue Sep 1 21:47:29 PDT 2009


I believe this is commonly known as "render to texture". A quick google
search offered the following:
http://ogltotd.blogspot.com/2006/12/render-to-texture.html

On Tue, Sep 1, 2009 at 9:42 PM, Lawson English <lenglish5 at cox.net> wrote:

> 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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