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https://bugs.freedesktop.org/show_bug.cgi?id=7984          
     

[EMAIL PROTECTED] changed:

           What    |Removed                     |Added
----------------------------------------------------------------------------
             Status|RESOLVED                    |REOPENED
         Resolution|INVALID                     |




------- Additional Comments From [EMAIL PROTECTED]  2006-08-25 02:00 -------
Good point, however:

The behaviour is not consistent. If you set the loop to 1 then the
GL_INVALID_OPERATION is not generated.

I made a mistake in the example; if you change it to:

static void renderScene(void)
{
   int i;

   glClear(GL_COLOR_BUFFER_BIT);

   glNewList(4, GL_COMPILE_AND_EXECUTE); // Must be GL_COMPILE_AND_EXECUTE
   glBegin(GL_TRIANGLES);
   for(i = 0; i < 1000; i++) // Must be large to occur in one frame
   {
      glVertex3f(-0.8, -0.8, 1.0);
      glVertex3f(0.8, -0.8, 1.0);
      glVertex3f(0.0, 0.8, 1.0);
   }
   glEnd();
   glGetError(); // Removing this removes the bug
   glEndList();
   printf("OpenGL error = %i\n", glGetError());

   glFlush();
}

The error should not be generated but it does. This is what causes the Python
bindings to fail as glGetError() is called before all calls to glEndList(). The
OpenGL man pages and spec seem to indicate this should be valid behaviour.

I have run both these examples using MESA_DEBUG=1 and it matches the behaviour I
am getting from glGetError(). i.e. displays "Mesa: User error:
GL_INVALID_OPERATION in begin/end" if there is a glGetError() called inside a
glNewList/glEndList AND the loop is 1000 or more (independant of if the
glGetError() is in/outside the glBegin/glEnd pair).
          
     
     
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