On 1/18/2009 5:51 AM, Bill Baxter wrote:
So far haven't been able to isolate it.
I updated another program that displays meshes with similar code and
it works fine.
So sounds like some kind of memory problem in my code to me too. Or
possibly passing a bad pointer to GL somewhere. I have glGetError's
sprinkled all over my code and get no errors from that. But GL
doesn't know if you pass it a bad pointer.
I remember one problem I had long ago when I called glGetIntegerv for
something, thinking it returned 1 value when it actually returned two.
Seems likely it could be something similar here.
--bb
You could check if you have "wild" Client State somewhere ("wild" like
in "wild pointers"). It is easy to forget to call glDisableClientState
for some of GL_..._ARRAY capability when it no longer needed. And in
such case error might manifest it self in an unusual way, just like in
case of generic dangling pointers.
-- serg.