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authorMarkus Mohrhard <markus.mohrhard@googlemail.com>2014-08-08 01:55:33 +0200
committerMarkus Mohrhard <markus.mohrhard@googlemail.com>2014-08-08 09:24:00 +0200
commit779ae371b152748aecf2ea81eca1bdbbf0226389 (patch)
treebb617dd73d7c5eed7fd5ef777c926a138e22c5cf /include/vcl/opengl/OpenGLContext.hxx
parenta7f3c73fd76b6955862a77cbb403b7b5b47582bd (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/vcl/opengl/OpenGLContext.hxx')
-rw-r--r--include/vcl/opengl/OpenGLContext.hxx3
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()