I’m trying to figure out a system for abstracting multiple surfaces to render to (onscreen (GLCanvas) and offscreen (GLPBuffer or fbo’s)) while guaranteeing that the surfaces don’t get corrupted data (e.g. a texture on one surface looks the same on another). The problem is almost trivial if GLContexts can be shared on the hardware, but if not it becomes a different matter.
Before trying to make this work in any situation, I was wondering if anyone knew how likely shared contexts are to be supported. If it’s common, especially in midrange to nice hardware, I may just rely on that.
Thanks