Re: [PyOpenGL-Users] OSMesa in PyOpenGL?
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mcfletch
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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
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