<div dir="ltr">Then Device::draw_pixels will completely fail, since that's not how things were assumed to work.<div><br></div><div>What's the point of doing foreground render without display anyway?</div></div><div class="gmail_extra"><br><div class="gmail_quote">On Wed, Jan 27, 2016 at 1:14 PM, Mohamed Sakr <span dir="ltr"><<a href="mailto:3dsakr@gmail.com" target="_blank">3dsakr@gmail.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">Hi Nathan,<br>
<br>
thanks for the info "I already read that file".<br>
what if background = false, and no OpenGL context?<br>
<div class="HOEnZb"><div class="h5"><br>
On 1/27/16, Nathan Letwory <<a href="mailto:nathan@mcneel.com">nathan@mcneel.com</a>> wrote:<br>
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> On 26/01/2016 17:03, Mohamed Sakr wrote:<br>
>> I wanted to know where does Cycles connect to an OpenGL context. so<br>
>> if background = false, I couldn't figure out how does Cycles know<br>
>> which window to draw to?? "can I ignore the window drawing??"<br>
><br>
> It is the job of the code that drives Cycles to provide an OpenGL<br>
> context. For the stand-alone application this code is in<br>
> util/util_view.cpp [1]. In the case of Blender, well, it is Blender<br>
> managing the OpenGL context.<br>
><br>
> For instance with CCSycles one could use OpenTK to create a window<br>
> with an OpenGL context.<br>
><br>
> /Nathan<br>
><br>
> [1]<br>
> <a href="https://developer.blender.org/diffusion/C/browse/master/src/util/util_vi" rel="noreferrer" target="_blank">https://developer.blender.org/diffusion/C/browse/master/src/util/util_vi</a><br>
> ew.cpp<br>
><br>
> - --<br>
> Nathan Letwory<br>
><br>
><br>
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> =weEm<br>
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</div></div></blockquote></div><br><br clear="all"><div><br></div>-- <br><div class="gmail_signature"><div><span style="color:rgb(102,102,102)">With best regards, Sergey Sharybin</span></div></div>
</div>