From what I have read and what people say, each thread can only have a single active rendering context. Does each thread also have its own projection matrix, modelview matrix, and render states? In other words, will one thread’s call to glMultMatrix mess up the other thread’s matrix?
I haven’t tried, but from what I read in the documentation, it should not mess with it, because the opengl calls are only valid for the current rendering context. So, if you are in a thread, the current rendering context is the one of that thread.
<BHWG> So I can, at the same time, render two camera views of the same scene, or render the scene from a camera and render a feedback/selection buffer at the same time?
[This message has been edited by skippyj777 (edited 08-27-2000).]