Doug Binks

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x11 and wayland platforms now working, along with EGL and OSMESA on branch https://github.com/dougbinks/glfw/tree/multi-context-windows-merge-master MacOS / Cocoa / NSGL will likely be tomorrow.

I have completed the merge on all platforms / context backends and tested them - this PR should now be ready for review.

There are complexities with window creation without a context then being used to create a context on some platforms, as the window configuration may not be compatible with the requested...

Since there was a comment above I thought I would clarify that I think this PR is still ready for review.

I'm happy to work on this then - I'll make a first draft of the proposed API additions along with a test or example and report back shortly. This will...

I have created a branch with the initial API and Win32 code for this: https://github.com/dougbinks/glfw/tree/multi-context-windows Example use in usercontext.c test: https://github.com/dougbinks/glfw/blob/multi-context-windows/tests/usercontext.c API: https://github.com/dougbinks/glfw/blob/multi-context-windows/include/GLFW/glfw3.h#L5787-L5800 Win32 implementation: https://github.com/dougbinks/glfw/blob/multi-context-windows/src/wgl_context.c#L779-L832 I've removed the `glfwGetCurrentUserContext`...

It turns out that a recent feature I've been implementing needed this feature, and so I've been able to further test it in my game Avoyd. The use case was...

@sdegrande was able to test my earlier test Win32 implementation and API: > I finally had the opportunity to test your patch. > It works like a charm, and was...

I've revised the implementation to use the standard GLFW approach to contexts and platforms, and added stubs for EGL and OSMESA in preparation for completing these next, followed by Wayland...

EGL and Wayland implementations are now working.