Horde3D

Next-Generation Graphics Engine
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PostPosted: 24.06.2009, 09:06 
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Joined: 04.02.2009, 19:36
Posts: 1
Hi,

I'm using Horde3D to create an editor for a engine and i can't find a way to initilialize Horde3D twice and have 2 rendering context ( different widgets ). Does anyone have an idea how to do that ?

Regarding to the doc :
for the init function :
"The function can be called several times on different rendering contexts in order to initialize them."

So yes effectivly i managed to call the function twice and to add a camera and a light to each scene but when i try to add a object to one of the scene it crashes in nvoglnt.dll.

Thanks


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PostPosted: 24.06.2009, 11:21 
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Joined: 13.11.2007, 11:07
Posts: 1150
Location: Germany
Quote:
"The function can be called several times on different rendering contexts in order to initialize them."

That's something new for me too, maybe marciano has tested that. In the Horde3D editor I only use different shared contexts. That has also the advantage that the textures and vertex buffers don't have to be uploaded multiple times. But in this case it is important, that the models are all loaded while the first context is active, because loading shaders in the shared context seem to be not possible.


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