No, still stuck. Im using two win32 childwindows. wglGetCurrentContext() seems to be not an option, how does OpenGL know what context to give?
Interestingly works:
Adding HWND1 to irrlicht deviceA.
A_hRC = wglGetCurrentContext();
A_hDC = wglGetCurrentDC();
AddNodeA1 for deviceA
AddNodeA2 for deviceA
.
.
Adding HWND2 to irrlicht deviceB
B_hRC2 = wglGetCurrentContext();
B_hDC2 = wglGetCurrentDC();
AddNodeB1 for deviceB
AddNodeB2 for deviceB
.
.
Rendering both windows is ok this way.
What doesnt works. -if I add any node for deviceA after deviceB exists.
So:
B_hRC2 = wglGetCurrentContext();
B_hDC2 = wglGetCurrentDC();
AddNodeB1 for deviceB
AddNodeB2 for deviceB
AddNodeA3 for deviceA <- corrupted render later
the added NodeA seems to be rendered corrupted.
If I use :
hRC = wglCreateContext(GetDC(hWnd));
hDC = GetDC(hWnd);
instead of
hRC = wglGetCurrentContext();
hDC = wglGetCurrentDC();
I get two black windows...