I need to display quite a few (tens of thousands) of images off-screen using OpenGL.
I work under Windows and use QT as a framework. the solution can only be windows, it does not really matter.
From what I found using Google, there are several options for this.
This article , which seems fairly dated, offers several ways, of which the following are important:
- Windows Specification - Use
CreateDIBSectionand somehow bind the texture to it. - Use the pbuffers extension, which I think is supported on my map.
This thread (Message 6) offers a specific QT method for this, usingQGLWidget::renderPixmap
My question is which one would be the fastest way? Most likely, pbuffers is the safest bet, since it is guaranteed that it will run on the hardware, but does not use the CreateDIB method, also passes through the hardware? What about the QT method? there seems to be a context creation problem with this. Of course, I would not want to create a new context for each image being created.
Does anyone have any good experience?
EDIT : response to comment -
I have a constant scene that does not change at all, and I do it from different points of view. While the images are returned to the user and will be processed by the processor. Perhaps in the future they will be processed on the GPU.