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Re: GL_APPLE_pixel_buffer (pt1)



Here is some preliminary PBuffers documentation. Stay tuned for more
formal docs shortly which have more examples. BTW, PBuffers do work in
CGL, AGL and NSOpenGL, though CGLSetOffScreen is not based on PBuffers
(see the docs for my info). Some of this have been posted before but
this should be more complete.

BTW, the macopengl list is likely a better place for this question.

On Jun 22, 2004, at 2:41 AM, Sebestyin Gabor wrote:
> On 2004. Jun 22, , at 10:59 de, Stephane Denis (Core Design Ltd.)
> wrote:
>> Works fine and easy to implement (easier than gl_ARB_render_texture
>> on Windows). It's here since MacOS 10.3. This is the best
>> implementation.
>
> Thanks everybody! :)
>
> Just one more question: the example you've sent me uses Carbon and AGL
> framework. What do you think the CGLSetOffScreen function of Core
> OpenGL (CGL) relies on the same "base" as AGL's pbuffer
> implementation? I want to use CGL but not sure it has the same
> "pbuffer feature".

Preliminary PBuffer Documentation (Pt1):

Mac OS X Pixel Buffers

PBuffers (or pixel buffers) allow a single buffer to be used as an
OpenGL rendering target (drawable) and as the source for OpenGL
texturing. This model basically allows hardware accelerated rendering
to a texture. The following functions make up the PBuffer API:

CGLCreatePBuffer: Creates the PBuffer drawable (like creating a window
or view).
CGLDescribePBuffer: Allows retrieval of geometric and format
information about the PBuffer
CGLDestroyPBuffer: Destroys a PBuffer
CGLGetPBuffer: Returns the PBuffer target information for a context
attached to a PBuffer
CGLSetPBuffer: Sets an OpenGL context's rendering target to the PBuffer
CGLTexImageBuffer: Binds a PBuffer's contents as the data source for a
texture object (Similar to glTexImage2D)

PBuffers are present in Mac OS X v10.3 and later and can be detected by
querying the OpenGL extension string for GL_APPLE_pixel_buffer. There
is no specific hardware requirements though some texturing modes may
only be present on certain hardware and should be queried in the normal
manner (see checking for OpenGL functionality TN)
---
Geoff Stahl
3D Software Engineer
Apple
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