You are using several Windows in your sample. In each you can make it current and swap the buffers.
Is that right?
If so, it is not what I want to achieve. I need one render window with two renderings in it. So I can't make a call to makeCurrent() to switch render context.
Here the code how I tried to solve my problem:
Code:
Horde3D::resize( 0, 0, (float) _width / 2.0f, _height );
Horde3D::setupCameraView( _cam0, 45.0f, (float)_width / _height, 0.1f, 1000.0f );
Horde3D::setNodeTransform( _cam0, _x, _y, _z, _rx ,_ry, 0, 1, 1, 1 );
Horde3D::render( _cam0 );
// omited: changing coordinates for camera 1
Horde3D::resize( (float) _width / 2.0f, 0, _width, _height );
Horde3D::setupCameraView( _cam1, 45.0f, (float) _width / _height, 0.1f, 1000.0f );
Horde3D::setNodeTransform( _cam1, _x, _y, _z, _rx ,_ry, 0, 1, 1, 1 );
Horde3D::render( _cam1 );
swapbuffers();
With this code, the left half of the render window is black, while the right is rendered correctly. If I swap code blocks its the other way round.
When swapping explicit after first render call, the left side ist also drawn, but flickers between scene and black.
So my concern is, when do I have to switch buffers, and in which buffers do I have do render to get both parts of the pictures the same time.
Without Horde and two glViewport() calls I get two pictures within the same window as desired.