On 09/02/2014 02:11 PM, kitfox [via jogamp] wrote:
> I have an app where I've created a GLJPanel for rendering, passed it a
> GLEventListener object and use that object to render stuff to the screen.
> While this works for most of my rendering, it is a pain to use with textures.
> I'd like to be able to create and initialize textures outside of the
> GLEventListener callback. I'd also like to be able to write render-to-texture
> code that also does not have to depend on GLJPanel getting around to calling
> GLEventListener.display(). However, I need to make sure that the GL objects I
> create share the same context so that my main rendering loop can use the
> textures that I'm manipulating outside of it. Is there a way to do this?
Shared Context:
-
http://forum.jogamp.org/Best-way-to-prepare-an-Image-td4031731.html#a4031732
- Also check our unit tests
Outside GL invocations:
- Look at GLAutoDrawable.invoke(boolean wait, GLRunnable glRunnable)
~Sven