Thread with 8 posts
jump to expanded postturns out you can have multiple OpenGL contexts in the same window, with wildly different OpenGL versions, and they can all output frames. neat!
https://gist.github.com/hikari-no-yume/9ed05e64c8b967a4b0a1315368139942
(disconcerting laughter) ha. haha. hahahahaha
it doesnβt actually work now that itβs load-bearing
well, i have good news and bad news, for myself
the good news is that the framebuffer is apparently owned by the first opengl context i create
the bad news is that the framebuffer is apparently owned by the first opengl context i create
if you are looking on with confusion or horror, i promise the full git history of the stuff iβm complaining about will be released at a later date ^^
@hikari that's surprising and impressive
@hikari I wonder what client software created the pressure to make this actually work in production? I assume vendors wouldn't go to the trifle to make this work unless major software depended on it.
My first guess would be browsers with plugins doing rendering inside? But GPU accelerated browsers are relatively recent.
Or maybe games where the GUI is drawn by an off the shelf middleware that doesn't use the same GL context as the main game renderer? I believe those go back further.
@0x2ba22e11 I suspect that the OS UI is drawn on some systems using OpenGL, so if the app also has its own 3D rendering going on, youβll have at least two contexts
@hikari oh yes, that was a thing on MacOS in the early 00s and the rest of the world a while later