openglcontext

SDL2 - Check if OpenGL context is created

♀尐吖头ヾ 提交于 2020-01-13 09:32:49
问题 I am creating an application using SDL2 & OpenGL, and it worked fine on 3 different computers. But on another computer (an updated arch linux), it doesn't, and it crashes with this error: OpenGL context already created So my question is: How do I check if the OpenGL context has already been created? And then, if it is already created, how do I get a handle for it? If I can't do this, how do I bypass this issue? 回答1: SDL2 does not in fact create an OpenGL context without you asking to make one

SDL2 - Check if OpenGL context is created

安稳与你 提交于 2020-01-13 09:32:11
问题 I am creating an application using SDL2 & OpenGL, and it worked fine on 3 different computers. But on another computer (an updated arch linux), it doesn't, and it crashes with this error: OpenGL context already created So my question is: How do I check if the OpenGL context has already been created? And then, if it is already created, how do I get a handle for it? If I can't do this, how do I bypass this issue? 回答1: SDL2 does not in fact create an OpenGL context without you asking to make one

SDL2 - Check if OpenGL context is created

会有一股神秘感。 提交于 2020-01-13 09:32:00
问题 I am creating an application using SDL2 & OpenGL, and it worked fine on 3 different computers. But on another computer (an updated arch linux), it doesn't, and it crashes with this error: OpenGL context already created So my question is: How do I check if the OpenGL context has already been created? And then, if it is already created, how do I get a handle for it? If I can't do this, how do I bypass this issue? 回答1: SDL2 does not in fact create an OpenGL context without you asking to make one

Render a SceneGraph with PyOpenGL

旧时模样 提交于 2019-12-24 05:30:44
问题 I'm using OpenGLContext to load a VRML file into a SceneGraph object. Unfortunately, for the life of me I can't find any example showing how to render the SceneGraph. I've created a context with testcontext.getInteractive() , but now what? How do I render a SceneGraph? 回答1: It's quite poorly documented. All that needs to be done is create a context class and set its sg field, like so: def MyContext(BaseContext): def OnInit(self): self.sg = ... load your scene graph here ... def OnRender(self,

How can I create my own openGL context and bind it to a GLCanvas?

和自甴很熟 提交于 2019-12-06 05:39:43
问题 So when I got to grips with the java paint(Graphics g){} method I moved on to creating my own render methods but I had to learn about buffer strategies and how to 'get' Graphics So now I am learning openGL, I have got to grips with the method: @Override public void display(GLAutoDrawable arg0){} and now I would like to create my own render methods, so far I have constantly run up against one exception: Exception in thread "main" javax.media.opengl.GLException: No OpenGL context current on

OpenGL and multiple GPUs - General possibility

夙愿已清 提交于 2019-12-06 03:16:01
问题 I was wondering, is it possible to run a multi-window OpenGL application on more than one GPU simultaneously? To be more specific, let's say I've created an application with two windows each sharing it's GL context between each other. Now if I'd move one of those windows from display 1 (running on GPU 1) to display 2 (running on GPU 2), would this actually work? Would sharing contexts alone do the trick? My first guess would be no. And if this is really not that simple, is there a way to

SDL2 - Check if OpenGL context is created

你离开我真会死。 提交于 2019-12-05 08:28:56
I am creating an application using SDL2 & OpenGL, and it worked fine on 3 different computers. But on another computer (an updated arch linux), it doesn't, and it crashes with this error: OpenGL context already created So my question is: How do I check if the OpenGL context has already been created? And then, if it is already created, how do I get a handle for it? If I can't do this, how do I bypass this issue? SDL2 does not in fact create an OpenGL context without you asking to make one. However, if you ask it to create an OpenGL context when OpenGL doesn't work at all, SDL2 likes to, erm ,

Am I allowed to simultaneously render from the same buffer object on multiple shared contexts in OpenGL 2.1?

折月煮酒 提交于 2019-12-04 10:17:43
In Apple's documentation, I read this: 1 — "Shared contexts share all texture objects, display lists, vertex programs, fragment programs, and buffer objects created before and after sharing is initiated." 2 — "Contexts that are on different threads can share object resources. For example, it is acceptable for one context in one thread to modify a texture, and a second context in a second thread to modify the same texture. The shared object handling provided by the Apple APIs automatically protects against thread errors." So I expected to be able to create my buffer objects once, then use them

OpenGL and multiple GPUs - General possibility

≡放荡痞女 提交于 2019-12-04 08:29:51
I was wondering, is it possible to run a multi-window OpenGL application on more than one GPU simultaneously? To be more specific, let's say I've created an application with two windows each sharing it's GL context between each other. Now if I'd move one of those windows from display 1 (running on GPU 1) to display 2 (running on GPU 2), would this actually work? Would sharing contexts alone do the trick? My first guess would be no. And if this is really not that simple, is there a way to accomplish this? I could also imagine that it depends on whether the two GPUs are controlled by the same

wglCreateContextAttribsARB function crashes

混江龙づ霸主 提交于 2019-12-01 11:50:54
I try to write down code from this tutorial . I have the code of InitializeOGL(): bool Ogl::InitializeOGL(bool vSync) { cout<<"Init OpenGL"<<endl; int pixelFormat; PIXELFORMATDESCRIPTOR pixelFormatDescriptor; int result; char *vendorChar, *rendererChar; hDC = GetDC(hWnd); if(!hDC) return false; pixelFormat = ChoosePixelFormat(hDC,&pixelFormatDescriptor); if(pixelFormat==0) return false; result = SetPixelFormat(hDC,pixelFormat,&pixelFormatDescriptor); if(result!=1) return false; HGLRC tempDeviceContext = wglCreateContext(hDC); wglMakeCurrent(hDC,tempDeviceContext); // glewExperimental = GL_TRUE