Hi Terry,
On Tue, 2005-05-31 at 10:26 -0500, Terry Welsh wrote:
> I have an app with SHLChunks that appear to compile their shaders
> *after* the geometry they're on comes into view. Is there any way to
> ensure that OpenGL stuff gets initialized before or when the scene
> starts displaying, even if my geometry is being culled.
you can validate everything (i.e. all display lists, all shaders, all
textures) by calling validateAllGLObjects() on your Window.
If you need something more selective we usually just render the subtree
that we're interested in without culling
(RenderAction::setFrustumCulling(false)) once. That validates everything
in that subtree, and leaves the rest untouched.
Hope it helps
Dirk
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