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author | Markus Mohrhard <markus.mohrhard@googlemail.com> | 2014-08-08 01:55:33 +0200 |
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committer | Markus Mohrhard <markus.mohrhard@googlemail.com> | 2014-08-08 09:24:00 +0200 |
commit | 779ae371b152748aecf2ea81eca1bdbbf0226389 (patch) | |
tree | bb617dd73d7c5eed7fd5ef777c926a138e22c5cf /include | |
parent | a7f3c73fd76b6955862a77cbb403b7b5b47582bd (diff) |
reuse OpenGLContext in OGL canvas
The only thing that needs to be reimplemented is the pbuffer based
custom sprite rendering. We should use a FBO with a texture backend
for that. This will also save several OpenGL context switches!
Change-Id: I4aef33ae2499e44c8b5f41c296d8721cb94a37a1
Diffstat (limited to 'include')
-rw-r--r-- | include/vcl/opengl/OpenGLContext.hxx | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/include/vcl/opengl/OpenGLContext.hxx b/include/vcl/opengl/OpenGLContext.hxx index 0dc0fa5d987b..8faaf7b71c2d 100644 --- a/include/vcl/opengl/OpenGLContext.hxx +++ b/include/vcl/opengl/OpenGLContext.hxx @@ -162,6 +162,9 @@ public: void setWinSize(const Size& rSize); GLWindow& getOpenGLWindow() { return m_aGLWin;} + SystemChildWindow* getChildWindow(); + const SystemChildWindow* getChildWindow() const; + void renderToFile(); bool isInitialized() |