I think I found a solution for the dual screen issue (I have to increase the maximum virtual desktop size), but I havn't tried that yet.
Yes a custom shader for rendering the triangles in their current state shouldn't be to hard to write (could pretty much use the examples in the OpenGL bible), but when I'm going to replace the stock shader I also want to explore things like rendering rubber, metal and plastic noticeably different. I'm also playing with the thought of adding (optional) per pixel lighting and shadows just to keep me busy during the upcoming holidays
The front buffer issue, isn't a real bug also, cause the standard does not guarantee it's state upon next rendering cycle. But so far this trick worked on most systems in order to just copy e.g. the partbin panel content instead of re rendering it when only the editor window changed (I'm using a single context).
Yes a custom shader for rendering the triangles in their current state shouldn't be to hard to write (could pretty much use the examples in the OpenGL bible), but when I'm going to replace the stock shader I also want to explore things like rendering rubber, metal and plastic noticeably different. I'm also playing with the thought of adding (optional) per pixel lighting and shadows just to keep me busy during the upcoming holidays
The front buffer issue, isn't a real bug also, cause the standard does not guarantee it's state upon next rendering cycle. But so far this trick worked on most systems in order to just copy e.g. the partbin panel content instead of re rendering it when only the editor window changed (I'm using a single context).