Hi,<div><br></div><div>I'm planning a system which would need to use the (non-Mesa) system implementation at some times, and OSMesa at other times (by "system implementation" I mean whatever -commercial- system driver has the user installed as provided by the hardware vendor of their graphics hardware).</div>
<div><br></div><div>The reason for this is that I need to render with floating point color (in software) sometimes, while rendering the same scene at lower quality and the fastest hardware-accelerated performance at other times.</div>
<div><br></div><div>I've thought some possibilities for doing this. The one I thought as most realistic would be to put the Mesa implementation inside a C++ namespace, and render OpenGL through a C++ object: if you select the OSMesa object, commands are sent to the Mesa namespace, and if you select the system object, commands are sent raw, with no namespace, to the system OpenGL driver.</div>
<div><br></div><div>However, I don't know if there would be some approach more practical than this, and moreover, maybe I'm ignoring some problem or issue I might face with the namespace idea.</div><div><br></div>
<div>This software would need to run on OSX, Linux, and Windows, so I need either an approach which would work on all these OSs, or a different approach for each OS.</div><div><br></div><div>I'll appreciate any ideas or suggestions you might have.</div>
<div><br></div><div>Thanks a ton,</div><div><br></div><div>Ardi</div><div><br></div><div><br></div>