Replying to my own post - or at least just adding some extra info.
I poked at this a bit over the weekend, and got some results that look the way I wanted; I did not use the Fl_Gl_Window::context(…); methods at all though.
Rather, what I did was set up an offscreen FBO that has a multisample renderbuffer (and depth buffer) attached and drew my geometry into that.
Then I blitted the resulting scene into a regular 2D texture attached to *another* FBO, messed about with that to do some post processing, then finally rendered that onto the screen (just draw the texture onto a screen-sized quad.)
Result looks fine, and did not require me to do anything to the Fl_Gl_Window context to work.
It also seems to run fast and smooth, at least on my Mac.
On my Win7 test box, it is very much clunkier. The Win7 box is pretty high-spec, so ought to be able to cope. It is very likely I am using the GL driver in a less than optimal way...!
Indeed, I'd still be interested in hearing from others who actually know how this is supposed to work.
And of course, I'd not advocate that anyone follow my pattern here, as I'm quite ready to believe there are better ways.
Cheers,
--
Ian
Selex ES Ltd
Registered Office: Sigma House, Christopher Martin Road, Basildon, Essex SS14 3EL
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