Hi !
Featured games (91)
games approved by the League of Dukes
Games in Showcase (757)
Games in Android Showcase (229)
games submitted by our members
Games in WIP (844)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
    Home     Help   Search   Login   Register   
Pages: [1]
  ignore  |  Print  
  Pure Offscreen Rendering  (Read 2120 times)
0 Members and 1 Guest are viewing this topic.
Offline zero

Junior Devvie

« Posted 2010-05-06 14:34:18 »

I want to use JOGL 2.x for a console/terminal based image manipulation program without any GUI/window. Unfortunately, I don't find a way to create and opengl context easily.

I know there are pbuffers, but AFAIK these are platform dependent and not very flexible in the format (floating point formats only?). That is why I use a framebuffer object with a texture2D as color component. That works fine, but it seems I still need a window or pbuffer to create the GLContext. Currently, I use a 1x1 sized pbuffer to get an 'offscreen' opeengl context like this:

GLCapabilities caps = new GLCapabilities(GLProfile.getDefault());

GLCapabilitiesChooser capsChooser = new DefaultGLCapabilitiesChooser();
GLPbuffer pBuffer = GLDrawableFactory.getFactory(GLProfile.getDefault()).createGLPbuffer(caps, capsChooser, 1, 1, null);

GLContext context = pBuffer.getContext();

GL gl = context.getGL();

// my offscreen rendering code goes here


Is this necessary or can I create an opengl context without a pbuffer (and window)?
Offline lhkbob

JGO Knight

Medals: 32

« Reply #1 - Posted 2010-05-06 14:45:21 »

A pbuffer is probably what you want, most platforms support them and they have plenty of available formats.  The 1x1 pbuffer is something I do when multiple contexts need to be shared.  For your case, though, since you're depending on pbuffer support you might as well use pbuffers.  More GPUs will support them than FBOs.

Offline zero

Junior Devvie

« Reply #2 - Posted 2010-05-06 15:20:29 »

thanks for answering!

I hoped pure FBO rendering would be possible (like on the iPhone/Pod/Pad). Guess I stick stick to my 1x1 pbuffer, because I don't like passing the PBuffer class into the 'real' code Smiley
Pages: [1]
  ignore  |  Print  

EgonOlsen (78 views)
2018-06-10 19:43:48

EgonOlsen (58 views)
2018-06-10 19:43:44

EgonOlsen (78 views)
2018-06-10 19:43:20

DesertCoockie (260 views)
2018-05-13 18:23:11

nelsongames (158 views)
2018-04-24 18:15:36

nelsongames (157 views)
2018-04-24 18:14:32

ivj94 (899 views)
2018-03-24 14:47:39

ivj94 (162 views)
2018-03-24 14:46:31

ivj94 (812 views)
2018-03-24 14:43:53

Solater (175 views)
2018-03-17 05:04:08
Java Gaming Resources
by philfrei
2017-12-05 19:38:37

Java Gaming Resources
by philfrei
2017-12-05 19:37:39

Java Gaming Resources
by philfrei
2017-12-05 19:36:10

Java Gaming Resources
by philfrei
2017-12-05 19:33:10

List of Learning Resources
by elect
2017-03-13 14:05:44

List of Learning Resources
by elect
2017-03-13 14:04:45

SF/X Libraries
by philfrei
2017-03-02 08:45:19

SF/X Libraries
by philfrei
2017-03-02 08:44:05 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!