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Thread: hidden window crouching acceleration

  1. #1
    Junior Member Newbie
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    Jun 2004
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    hidden window crouching acceleration

    Do you happen to know whether there is any guarantee of hardware acceleration for OpenGL contexts which have been created using the hdc of a hidden window?

    Also, if you are rendering to a window which is not hidden, and then hide it, will the hardware acceleration continue to work?

  2. #2
    Member Regular Contributor
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    Apr 2001
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    Re: hidden window crouching acceleration

    As a general rule there is no guarantee at all for hardware acceleration. Once you have a rendering context from a proper implementation (ie from your card's vendor, not the generic MS software 'thing'), you can very well fall on a software path, depending on the features you use (the imaging subset comes to mind).

    Regarding the particular case of a hidden window, the problem is more that its framebuffer content is undefined. For (safe) offscreen rendering, you have to use pbuffers.

  3. #3
    Junior Member Newbie
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    Re: hidden window crouching acceleration

    The problem I am having is that I would like to write a library of functions which use OpenGL to perform different calculations. The only features that I am using so far are below the 1.1 spec. In order to have such a library which must work in any program unbtrousively, even if the program itself does not use OpenGL at all I am forced to create a hidden window, initialize OpenGL's context to use it as a source and then perform whatever rendering is necessary using that context.

    Do you know of any other way of handling this problem? (Writing a library that does computations using OpenGL with hardware acceleration while not creating a visible window)

  4. #4
    Super Moderator OpenGL Lord
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    Re: hidden window crouching acceleration

    Pbuffers. Or software acceleration

  5. #5
    Junior Member Newbie
    Join Date
    Oct 2003
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    12

    Re: hidden window crouching acceleration

    Except that PBuffers require windows. You cannot get to the WGL extensions without first creating a windowed accelerated GL context. PBuffers won't help.

    Dude

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