Omar
03-05-2007, 08:30 AM
Hello,
In my application, at some point I'd like to use OpenGL to fill a framebuffer that I want to have saved. Performances doesn't matter, but I need to ensure that my scene is rendered properly and not overlapped by some other operating system window.
glReadPixels() on my regular GL context doesn't seems to ensure that, eg: on a command-line version of my tool, I often get windows garbage over my buffer. What I'd like to do eventually is to render directly into RAM.
Are PBuffer the solution?
Anything easier?
It is possible via Windows/WGL (sorry this isn't stricly a GL question, then) to create a DC that doesn't map to the screen but to RAM?
I'm running Windows XP, Radeon 9800 if that matter.
Thanks,
Omar
In my application, at some point I'd like to use OpenGL to fill a framebuffer that I want to have saved. Performances doesn't matter, but I need to ensure that my scene is rendered properly and not overlapped by some other operating system window.
glReadPixels() on my regular GL context doesn't seems to ensure that, eg: on a command-line version of my tool, I often get windows garbage over my buffer. What I'd like to do eventually is to render directly into RAM.
Are PBuffer the solution?
Anything easier?
It is possible via Windows/WGL (sorry this isn't stricly a GL question, then) to create a DC that doesn't map to the screen but to RAM?
I'm running Windows XP, Radeon 9800 if that matter.
Thanks,
Omar