There is a discussion on creating multiple contexts here. It tells me that creation of a context is done via construction of a GLControl. Is it possible to create an OpenGL context without a GLControl?( Afaik, windows needs an HDC to create wglContext which may require a window handle or a GDI (i.e. Bitmap) handle. )
Is it possible to just create a shared context for allocation of buffers/lists without a need of a control? I mean, you load resources and allocate on GPU by multithreaded I/O etc. and just draw on one surface. (Such surface is created by a GLControl). This just came into mind from this article. Since, display lists exist in OpenGL from the very beginning; i thought there should be some support on multithreaded (multi-shared context) rendering. But, i couldn't achieve it without creation of a rendering surface.