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Re: Textures in multiple contexts



I'm not sure I follow. What do you mean by "shared contexts"? It's good to hear that I'm not wasting VRAM, but am I not wasting processor time by calling glTexImage2D multiple times for each texture?

I think John assumed your OpenGL contexts are shared. If they aren't, they probably should be ;)


Pass one context as the "shareContext" parameter to the creation function for the other context. They will then share textures, display lists, vertex buffer, objects, &c. For this to work, the pixel formats must be compatible.

-Keith

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References: 
 >Textures in multiple contexts (From: "James W. Walker" <email@hidden>)
 >Re: Textures in multiple contexts (From: John Stauffer <email@hidden>)
 >Re: Textures in multiple contexts (From: "James W. Walker" <email@hidden>)



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