@roxlu ☾

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See [this update](https://github.com/google/filament/issues/1921#issuecomment-638165840) which explains a bit more how to create and use shared contexts.

The issue is caused when creating your own context and using the `createSwapChain(void* nativeWindow)` function. Instead use the `createSwapChain(int width, int height, int flags)` version. See [these comments](https://github.com/google/filament/issues/1921#issuecomment-638165840) and [this...

Any progress on this? Missing a feature like this (together with LOD).

Hardware instancing is necessary when we want to render things like trees. Last time I tried to render many objects I ran into an isse related with the command buffer...

Ah I meant that currently there are 2 solutions: 1) to reduce CPU overhead we can create one large mesh that duplicates the vertex/index data. So less calls or 2)...

Thanks @romainguy and @prideout. I accidentally ran into this today as my importer currently doesn't support 2 yet which made me look what the current status of this was. I'll...

Is it allowed to create a context with a shared context as argument to `wglCreateContextAttribsARB()` where the shared context has been created in another thread? I've done a couple of...

@romainguy yeah I have the same thoughts but if it's an issue with the attributes/pixelformat then I would expect that the code that I wrote that creates a GL context...

@romainguy, @bejado I created [this repository](https://github.com/roxlu/windows-opengl-context) with some tests that create GL contexts using the (what I've read) the preferred steps. These tests confirm what I found earlier and it...

Any thoughts on this @bejado or @romainguy? I've been in touch with several people who told me that you should indeed create the contexts that you want to share on...