创建不带窗口的OpenGL上下文 [英] Creating OpenGL context without window
问题描述
我正在尝试找出创建无窗口OpenGL程序以进行屏幕外渲染的最简单方法.
I'm trying to figure out what is the simplest way to create a windowless OpenGL program for offscreen rendering.
当前,我使用它,到目前为止,它仍然可以正常工作:(为清楚起见,这里删除了错误检查)
Currently I use this, and it works fine so far: (error checks removed here for clarity)
BOOL create_opengl_context(){
GLuint PixelFormat;
static PIXELFORMATDESCRIPTOR pfd;
hDC = GetDC(NULL);
PixelFormat = ChoosePixelFormat(hDC, &pfd);
SetPixelFormat(hDC, PixelFormat, &pfd);
hRC = wglCreateContext(hDC);
wglMakeCurrent(hDC, hRC);
}
使用起来安全吗?创建无窗口OpenGL程序的标准"方法是什么?
Is this safe to use? What is the "standard" way to create a windowless OpenGL program?
编辑:我正在使用FBO进行屏幕外渲染.
I'm using FBO for the offscreen rendering.
推荐答案
纯无窗口OpenGL的旧方法是使用PBuffer.在Windows上,这需要使用常规窗口创建中间OpenGL上下文,以获得所需的扩展功能指针.在X11/GLX上,无需费一切功夫.
The old method for purely windowless OpenGL is using a PBuffer. On Windows this requires the creation of a intermediate OpenGL context using a regular window to obtain the required extension function pointers. On X11/GLX it works without further ado.
实现屏幕外渲染的现代方法是使用常规的但隐藏的窗口,该窗口具有常规的OpenGL上下文和FBO作为渲染目标.
The modern way to implement off-screen rendering is using a regular, but hidden window with the usual OpenGL context and a FBO as render target.
最前沿但尚未得到很好支持的方法(某些嵌入式设备除外)正在使用EGL进行可绘制的创建.
The bleeding edge, and yet not very well supported method (except on certain embedded devices) is using EGL for drawable creation.
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