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jbb

Member Since 12 May 2004
Offline Last Active Today, 06:12 AM

Posts I've Made

In Topic: Managing opengl contexts for more than one window

13 August 2016 - 01:26 AM

Thanks again all.

​Based on the comments I'm not going to try to support multiple windows :) My project doesn't need them anyway.

My problem is that I identified 'Window' as being a good abstraction of something I'd need my application to have and a common one. And once I did that it because natural to ask does it make sense to have more than one window in an application.... Yes, it makes sense.
And then the issue of how to implement it nagged and nagged at me leading to complete coding paralysis!
 

I have decided that I have no need to implement multiple windows/contexts in my project so I will not do.
​Having decided that it seems natural to merge window and context management into my 'Game' class as they don't really need their own identity and it's natural to have a single "Game" object created in a program but not so much a 'Window'


In Topic: Managing opengl contexts for more than one window

12 August 2016 - 02:18 AM

Thanks everyone.
I don't actually need this at all. As they say, I'm trying to make a game, not a general purpose engine, but it's always nice to separate components where possible and effective, so it seemed right to make a Window class which naturally lead to thinking what if the user makes more than one.

Well my game isn't going to, and it looks tricky, so I'll probably come up with an alternative interface that assumes only one "window", precluding the question even arising.

Still a useful discussion for me anyway, as it's lead to me looking into and understanding renderbuffers and fbo's and why I might use one :)


In Topic: Managing opengl contexts for more than one window

11 August 2016 - 07:54 AM

Thanks, i looked into it now :)

That makes a lot of sense and makes things very much easier as I can basically pick a single pixel format and use that for all my windows and hard code it and forget about all this.

Hmm, does that mean I need a depth buffer on my render buffer and don't need to create my window with one...


In Topic: Managing opengl contexts for more than one window

11 August 2016 - 05:50 AM

If I want to use multsampling on the output, don't I have to create a multisampled pixel format?
Or are you saying I can create a multisampled render-to-texture and render to that, and then somehow copy that to the display?
Won't that be slow?


In Topic: Vulkan is Next-Gen OpenGL

19 February 2016 - 05:26 AM

Will it be possible to build a reasonably good version of opengl interface implemented on top of vulkan?

I'm thinking that vulkan is supposed to be easier and smaller to implement than opengl so is less likely to have subtle bugs, and then if opengl can be implemented on top of it then the same opengl library can be shared across different hardware providers meaning that they are more likely to have the same bugs & features.

 


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