On Thu, 2010-11-11 at 13:39 +0000, Jose Commins wrote: > A context will share buffer objects, shaders, display lists et al - > in fact I am using PBO's in one of my GL apps with a shared context > without a problem. Thanks. I'll try doing it the proper way, with share lists, then :) > The only tricky issue is making sure to use a locking mechanism > with any threads that will use the GL context - you should assume that > most GL drivers aren't thread-aware, so before any GL calls, lock the > specific thread before using the shared context. Threading issues aren't a concern since I do all my GL stuff in a single thread. /Staffan
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