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    Custom OpenGL GUI

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    • H Offline
      Helper
      last edited by

      On 18/05/2016 at 01:54, xxxxxxxx wrote:

      User Information:
      Cinema 4D Version:   R17 demo 
      Platform:   Windows  ;   
      Language(s) :     C++  ;

      ---------
      Hello,
      I'm porting LWCAD not only to Cinema4D. So I need as much uniform API for GUI as possible.

      I managed to create preview of LWCAD mesh rendered by OpenGL into off-screen surface and put it into custom GeUserArea. The problem is Cinema sometimes probably calls it's own rendering in parallel thead while calling GeUserArea::DrawMsg and that conflicts with my OpenGL rendering context.

      It is possible to prevent parallel rendering of GUI controls? Or something like enable OpenGL compatibility for UserArea?

      Thank you in advance.

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      • H Offline
        Helper
        last edited by

        On 19/05/2016 at 01:37, xxxxxxxx wrote:

        Hello,

        the Cinema 4D API encapsulates any low level functionality so it can work on all supported operation systems. This allows to use the same code without changes. But this also has the effect that the API does not support any low level code, including anything related to OpenGL.

        Doing any OpenGL operation outside of the viewport drawing pipeline is not officially supported. There is no "OpenGL compatibility" mode for anything.

        Best wishes,
        Sebastian

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        • H Offline
          Helper
          last edited by

          On 23/05/2016 at 03:46, xxxxxxxx wrote:

          Thank you, I thought so. I just hoped that there is a way.

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