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I've been working with BGFX for about a week now going through the examples for Mac, Windows, and iOS to see how if the renderer will be great for my game. I have multiple projects using OpenGL with GLFW and SDL and am using those projects to see how easy it is to port over my OpenGL rendering to use BGFX . Which leads to a question that I have not been able to find the answer to and that is if I can initialize BGFX using just a context? For example, I have an OSX game which uses SDL for the window and OpenGL creation, but when I create my PlatformData using just the context, it seems like BGFX tries to initialize both the window and the context again which leads to a crash. Same thing happens if I just send over the window and context though the crashes occur in a different area of the code. The SDL and GLFW examples look like they only send over the window information. Much appreciated if someone can help point me to a spot where either only the context is used or if this is not supported. |
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Passing GL context might not actually work. As for window, bgfx will just use it, when initializing context, so you don't need to pass it when you passing context. Last time I used this was on D3D11 (using it inside Maya to render with game renderer), and it worked. You might need to figure out where it works or it doesn't. And it's only for special purpose, like embedding rendering into DCC tools. |
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Passing GL context might not actually work.
As for window, bgfx will just use it, when initializing context, so you don't need to pass it when you passing context.
Last time I used this was on D3D11 (using it inside Maya to render with game renderer), and it worked. You might need to figure out where it works or it doesn't. And it's only for special purpose, like embedding rendering into DCC tools.