Hello Allen, if I remember correct this has been discussed somewhat earlier this year. Don't know the exact reason but you may find the answer by searching the list archive.
HTH Matthias On Saturday 16 July 2005 22:12, Allen Bierbaum wrote: > Sorry if any of this sounds harsh, but why doesn't OpenSG use > glGenLists() to allocate it's display list ids? > > Not being able to reliably call glGenLists() in my own OpenGL code > makes it very difficult to integrate standard OpenGL with OpenSG. I > know that I can work around this by just manually allocating a large > number of display lists at the beginning of my application, but this > really just works around the problem. It does not solve it. Until > OpenSG uses glGenLists(), it will always be possible to write OpenGL > code that will not integrate with OpenSG. > > On a related note, does OpenSG behave similarly for texture objects, > vbos, shader objects, etc? > > -Allen > > > ------------------------------------------------------- > SF.Net email is sponsored by: Discover Easy Linux Migration > Strategies from IBM. Find simple to follow Roadmaps, straightforward > articles, informative Webcasts and more! Get everything you need to > get up to speed, fast. > http://ads.osdn.com/?ad_id=7477&alloc_id=16492&op=click > _______________________________________________ > Opensg-users mailing list > [email protected] > https://lists.sourceforge.net/lists/listinfo/opensg-users ------------------------------------------------------- SF.Net email is sponsored by: Discover Easy Linux Migration Strategies from IBM. Find simple to follow Roadmaps, straightforward articles, informative Webcasts and more! Get everything you need to get up to speed, fast. http://ads.osdn.com/?ad_id=7477&alloc_id=16492&op=click _______________________________________________ Opensg-users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/opensg-users
