-
|
Right now, I'm planning to use magnum in an Digital Audio Workstation (DAW) plugin, for audio synths and effects and such! The pattern that the GUIs for these usually take is via window embedding: you write your plugin as a shared object dll/so, and then the "host" program gives you a raw pointer to the underlying window you can then embed yourself into. of course, you can run as many instances of a single gui that you'd like, which feels like a good opportunity to figure out Single Context/Multiple Window as mentioned here (I'm imagining sharing textures and fonts and stuff, which are going to be identical across instances) so how should this work, given a setup that looks like this? I guess here any window with the same |
Beta Was this translation helpful? Give feedback.
Replies: 2 comments 2 replies
-
|
Sorry for a delayed reply, was away for most of the last week and this notification slipped through.
Very cool!
As long as all windows use the same OpenGL context, you can (and should) have just one I'm not sure how exactly things work in the WGL land, but I suppose it'd involve having multiple |
Beta Was this translation helpful? Give feedback.
-
I'd like to ask if this issue has been resolved, as I'll also need it in the future. |
Beta Was this translation helpful? Give feedback.
Sorry for a delayed reply, was away for most of the last week and this notification slipped through.
Very cool!
As long as all windows use the same OpenGL context, you can (and should) have just one
Platform::GLContextfor all of them. And then the trick is in callingwglMakeCurrent()with the same GL context (second argument) but different window surface (first argument) in order to render to the other window.I'm not sure how exactly things work in the WGL land, but I suppose it'd involve having multiple
mDeviceContexts, one …