I have an application where I draw frames to a texture using the FBO extensions.
These frames are then be displayed to different windows that are opened while the application is running. This means that textures can be created and pooled before the OpenGL context for any new window is created and
wglShareLists is called.
Currently I have to do
glTexSubImage to move the texture into the different window contexts, which is rather inefficient.
Any ideas on how to improve on this? Should I create multiple (as much as the maximum number of windows at any time ~4) OpenGL contexts and hidden windows during program startup? What would be the overhead of that?
Or even better, is there a way to make textures shared between existing and future OpenGL contexts?