[sldev] Tip of the iceberg...

Lawson English lenglish5 at cox.net
Tue Sep 1 21:53:44 PDT 2009


Couldn't find the MacOS X specific info though.

L.


Dahlia Trimble wrote:
> 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 
> <mailto: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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