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You have two scenes rendered from two camera perspectives: one in local space and one in portal space. You need to superimpose part of the latter onto the former. You need a working knowledge of G-buffers (deferred shading) to achieve this, so I suggest you begin your research there. First shader pass: Construct a G-buffer for your local scene. In your ...


Switching rendering contexts can have a huge overhead with some 3D drivers. Another reason could be that the non-foreground window needs 2D clipping applied when displaying the image. Even if it is not covered the driver has to check for window overlap which it can safely skip for the top window when displaying the 3D frame buffer. Yet another possibility ...

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