D Wysong wrote:
I'm religiously preserving the OpenGL state around everything
that I'm doing (glPushAttrib() and glPopAttrib() with
GL_ALL_ATTRIB_BITS). Is there something more bulletproof?
Hmmm, I seem to recall that there are some issues with glPush/PopAttrib(). I don't think they handle *every* possible state change, just the more common ones. You need to carefully read the opengl manual to make sure that the things you are changing are indeed covered with glPush/PopAttrib(). Also, I think we've found occaisional bugs where glPush/PopAttrib() doesn't always work as advertised. If your modified app is crashing, I suspect that either you will eventually find a state management problem, you are trying to do opengl calls outside of the main render thread, or you have a bug and are doing something (or a sequence of somethings) that opengl thinks is illegal or can't deal with.
Glad to know that FlightGear uses non-plib textures, too. Can
you point me to a place in the source code where this occurs?
The opening splash screen does this, as does the 2d instrument panels. Cloud textures might also be loaded outside of plib.
Curt.
-- Curtis Olson http://www.flightgear.org/~curt HumanFIRST Program http://www.humanfirst.umn.edu/ FlightGear Project http://www.flightgear.org Unique text: 2f585eeea02e2c79d7b1d8c4963bae2d
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