Hi !
Featured games (84)
games approved by the League of Dukes
Games in Showcase (565)
Games in Android Showcase (151)
games submitted by our members
Games in WIP (606)
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 1436 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  
You cannot reply to this message, because it is very, very old.

theagentd (11 views)
2015-03-27 23:08:20

wxwsk8er (52 views)
2015-03-20 15:39:46

Fairy Tailz (46 views)
2015-03-15 21:52:20

Olo (28 views)
2015-03-13 17:51:59

Olo (30 views)
2015-03-13 17:50:51

Olo (38 views)
2015-03-13 17:50:16

Olo (44 views)
2015-03-13 17:47:07

ClaasJG (57 views)
2015-03-10 11:36:42

ClaasJG (41 views)
2015-03-10 11:33:01

Pippogeek (48 views)
2015-03-05 14:36:23
How to: JGO Wiki
by Mac70
2015-02-17 20:56:16

2D Dynamic Lighting
by ThePixelPony
2015-01-01 20:25:42

How do I start Java Game Development?
by gouessej
2014-12-27 19:41:21

Resources for WIP games
by kpars
2014-12-18 10:26:14

Understanding relations between setOrigin, setScale and setPosition in libGdx
by mbabuskov
2014-10-09 22:35:00

Definite guide to supporting multiple device resolutions on Android (2014)
by mbabuskov
2014-10-02 22:36:02

List of Learning Resources
by Longor1996
2014-08-16 10:40:00

List of Learning Resources
by SilverTiger
2014-08-05 19:33:27 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!