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Offscreen rendering

Started by jeeky Apr 18, 2003 at 11:30 AM 0 replies 850+ views
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jeeky
jeeky
Here''s a brief description of the problem: I want to render images to an offscreen buffer so that I can save these images to a file. The standard way to do this is to create a separate offscreen RC and render to that. This method has the problem of not having shareable display lists and texture objects with your accelerated onscreen RC. BTW, wglShareLists will fail if you try to share display lists between different renderers. The easy solution is to use glReadPixels and read directly from your screen. This has the problem of requiring your image to fit on your screen. Also, if any other program window or menu is in front or your image, the overlapping item will get captured in your image. That means you can''t do things such as minimizing your program while rendering. Does anyone here have a method for offscreen rendering where you can share your gl objects? I am thinking of maybe rendering to a texture and somehow getting access to the texture bits. Also, if I do happen to go with the offscreen RC method, I know that the renderer generally falls back to the MS 1.1 gl implementation. Does this mean that my 1.x (x > 1) features (such as multitexturing) will not work, or that they will work but render slowly in software mode? Thanks for all the help! jeeky

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