Access OpenGL context from GDExtension

Godot Version

4.3-mono

Question

In my project, which is rendering in Compatibility mode, is it possible to access the OpenGL context? I am currently trying to read the viewport texture via gdext/rust to stream all frames into a shared texture, that’s rendered in another process. Is there any way to build this? I’ve read about the RenderingDevice, but couldn’t really find a good use for it here yet.

If there’s any other ways of implementing this, please let me know.
Thank you :slight_smile: