Re: [PyOpenGL-Users] OSMesa in PyOpenGL?
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mcfletch
From: Mike C. F. <mcf...@vr...> - 2010-03-26 18:24:17
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Giuliano Vilela wrote: ... > > Attached is an auto-generated wrapper for the module. I don't > have any > test-code to exercise it, so expect that it is going to break :) . If > you have some example/test code that uses it, I can look at making it > part of the PyOpenGL distribution (unlikely) or distributing it as a > separate module (more likely). The mechanism doesn't allow for > hardware-accelerated rendering, so I don't expect that there will > be all > that many users. > > > Is there another way to achieve off screen hardware accelerated > rendering with OpenGL? IIRC these are the currently-available methods for off-screen rendering (note, some may require a primary context, I don't do headless rendering myself): * Pixel Buffers (pbuffers) * Win32 has render-to-device-independent bitmaps and GLX has render-to-GLX-pixmaps (likely OSX has something similar) * Aux buffers (have to confirm they don't require a visible primary context) * FBOs (have to confirm that these don't require a visible primary context) The OSMesa code definitely has a role, particularly where you don't want to deal with hardware/platform issues, but the trade-off is that it can't access the hardware/platform mechanisms. HTH, Mike -- ________________________________________________ Mike C. Fletcher Designer, VR Plumber, Coder http://www.vrplumber.com http://blog.vrplumber.com |