I am making an application that has a bunch of small windows and controls in it (2D rendering), and I would like to render each window and control to its own bitmap. This is what have so far:
uses dglOpenGL;
...
var BMP: TBitmap;
    DC, RC: HDC;
...
function TMainForm.Init: Boolean;
begin
  Result := InitOpenGL;
  if Result = True then
  begin
    BMP := TBitmap.Create;
    BMP.PixelFormat := pf24bit;
    BMP.Width := 1280;
    BMP.Height := 1024;
    DC := (BMP.Canvas.Handle);
    RC := CreateRenderingContext(DC,
                                 [opGDI, opDoubleBuffered], // tried changing, didn't help
                                 24,
                                 24,
                                 0,
                                 0,
                                 0,
                                 0);
    ActivateRenderingContext(DC, RC);
    glClearColor(0.27, 0.4, 0.7, 0.0); // light blue
    glViewport(0, 0, 1280, 1024);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity;
    glOrtho(0, 1280, 0, 1024, -1, 10);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity;
  end;
end;
Rendering procedure:
  glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
  // red quad
  glColor3f(1, 0, 0);
  glBegin(GL_QUADS);
    glVertex2f(100, 100);
    glVertex2f(1280-100, 100);
    glVertex2f(1280-100, 1024-100);
    glVertex2f(100, 1024-100);
  glend;
  // swap
  SwapBuffers(DC);
But there is no output.
If I use MainForm.Canvas.Draw(0, 0, BMP); then a white rectangle will appear.
I want to do rendering stuff on bitmaps because I can do a lot of things with bitmaps (draw other images, paint text, blur), but if there another way to do off-screen render then it's okay...
So how do I set up my application for off-screen rendering?
 
     
    