Original Post
Any advice on the best way to do 2D rendering using Windows GDI on top of 3D OpenGL with a hardware accelerated rendering context? The idea is to render the 3D OpenGL to the back-buffer and when done call SwapBuffers. After calling SwapBuffers, the rendering then uses GetDC() on the window and does 2D GDI rendering to that DC. I'm wondering if there's a way to preserve all the 2D GDI rendering code and what the best approach for this is. What we're seeing is that with HW accel on (i.e. using a HW accelerated rendering context), on some machines, this doesn't work. Just curious if there exists a "right way" to do this. Note that when using SW rendering, there's no problem with this, its only with HW rendering we see the issue and only on some machines.