/*
- * Create N GLX windows/contexts and render to them in round-robin
- * order.
+ * Create N GLX windows/contexts and render to them in round-robin order.
+ * Also, have the contexts share all texture objects.
+ * Press 'd' to delete a texture, 'u' to unbind it.
*
* Copyright (C) 2000 Brian Paul All Rights Reserved.
*
#include <GL/gl.h>
#include <GL/glx.h>
+#include <assert.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <unistd.h>
+#include <X11/keysym.h>
/*
static struct head Heads[MAX_HEADS];
static int NumHeads = 0;
static GLboolean SwapSeparate = GL_TRUE;
-
+static GLuint TexObj = 0;
static void
None, (char **)NULL, 0, &sizehints);
}
-
- ctx = glXCreateContext(dpy, visinfo, NULL, True);
+ if (NumHeads == 0) {
+ ctx = glXCreateContext(dpy, visinfo, NULL, True);
+ }
+ else {
+ /* share textures & dlists with 0th context */
+ printf("sharing\n");
+ ctx = glXCreateContext(dpy, visinfo, Heads[0].Context, True);
+ }
if (!ctx) {
Error(displayName, "Couldn't create GLX context");
return NULL;
return NULL;
}
+ if (NumHeads == 0) {
+ /* create texture object now */
+ static const GLubyte checker[2][2][4] = {
+ { {255, 255, 255, 255}, { 0, 0, 0, 255} },
+ { { 0, 0, 0, 0}, {255, 255, 255, 255} }
+ };
+ glGenTextures(1, &TexObj);
+ assert(TexObj);
+ glBindTexture(GL_TEXTURE_2D, TexObj);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGB,
+ GL_UNSIGNED_BYTE, checker);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ }
+ else {
+ /* bind 0th context's texture in this context too */
+ assert(TexObj);
+ glBindTexture(GL_TEXTURE_2D, TexObj);
+ }
+ glEnable(GL_TEXTURE_2D);
+
/* save the info for this head */
{
struct head *h = &Heads[NumHeads];
glPushMatrix();
glRotatef(h->Angle, 0, 0, 1);
glBegin(GL_TRIANGLES);
- glVertex2f(0, 0.8);
- glVertex2f(-0.8, -0.7);
- glVertex2f(0.8, -0.7);
+ glTexCoord2f(0.5, 1.0); glVertex2f(0, 0.8);
+ glTexCoord2f(0.0, 0.0); glVertex2f(-0.8, -0.7);
+ glTexCoord2f(1.0, 0.0); glVertex2f(0.8, -0.7);
glEnd();
glPopMatrix();
Resize(h, event.xconfigure.width, event.xconfigure.height);
break;
case KeyPress:
- return;
+ {
+ char buf[100];
+ KeySym keySym;
+ XComposeStatus stat;
+ XLookupString(&event.xkey, buf, sizeof(buf), &keySym, &stat);
+ switch (keySym) {
+ case XK_Escape:
+ exit(0);
+ break;
+ case XK_d:
+ case XK_D:
+ printf("Delete Texture in window %d\n", i);
+ glXMakeCurrent(h->Dpy, h->Win, h->Context);
+ glDeleteTextures(1, &TexObj);
+ break;
+ case XK_u:
+ case XK_U:
+ printf("Unbind Texture in window %d\n", i);
+ glXMakeCurrent(h->Dpy, h->Win, h->Context);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ break;
+ }
+ }
+ break;
default:
/*no-op*/ ;
}