How are contexts created in an OpenGL application?

How are contexts created in an OpenGL application?

Contexts are localized within a particular process of execution (an application, more or less) on an operating system. A process can create multiple OpenGL contexts. Each context can represent a separate viewable surface, like a window in an application.

Is it possible to port Unreal Engine 4 to OpenGL?

Porting UE4 to OpenGL UE4 is a cross platform game engine. We run on many platforms today (8 by my count!) with more to come. Extremely important that we can develop features once and have them work across all platforms!

Are there any objects that are sharable in OpenGL?

Most OpenGL objects are sharable, including Sync Objects and GLSL Objects. Container Objects are not sharable, nor are Query Objects . Any object sharing must be made explicitly, either as the context is created or before a newly created context creates any objects.

Is it possible to use DirectX with OpenGL?

Microsoft doesn’t really support OpenGL, they typically go out of their way to make it very difficult to use OpenGL on Windows and strongly encourage people to use DirectX instead. The simplest way to get a working OpenGL context in windows is sometimes to use ANGLE which is a compatibility layer which translates OpenGL calls to DirectX calls.

How does OpenGL work in an OS X process?

Each thread in an OS X process has a single current OpenGL rendering context. Every time your application calls an OpenGL function, OpenGL implicitly looks up the context associated with the current thread and modifies the state or objects associated with that context. OpenGL is not reentrant.

What happens if you pass Null to OpenGL function?

OpenGL functions after this will refer to state in the new context, not the old one. If you pass NULL for the context, then the old one is removed and OpenGL functions will fail (or crash) as though you had never made a context current.

Is it safe to use more than one thread in OpenGL?

OpenGL commands for a specific context are not thread safe. You should never have more than one thread accessing a single context simultaneously. Contexts that are on different threads can share object resources. For example, it is acceptable for one context in one thread to modify a texture, and a second context in a second thread to modify