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.

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