Hi again,

Sorry for bouncing, but no one has responded.

I would like to know, more specifically, why I sometimes get warnings on 
the object being null in gl::validiateObject(). Is this a bug (that has 
been fixed in later versions) or something else (error on my part?)? I 
don't know if it's related to what I'm seeing, but I suspect it. :)

I get it when I run Window::validateAllGlObjects() before starting to 
render. Never during rendering (if rendering single-threaded, of course).

Cheers,
/Marcus

Marcus Lindblom wrote:
> (1.8 from 28/8/06, win32, vc7)
>  
> Hi all,
>
> I'm trying to do some multithreaded rendering and I run in to a problem 
> with null gl ids.
>
> Geometry::handleGL seems to be the culprit. In the code below, glNewList 
> is called with a glid of zero (0). This is not very nice at all, since 
> it happens more than once.
>
>     if(mode == Window::initialize || mode == Window::needrefresh ||
>        mode == Window::reinitialize)
>     {
>         if(mode == Window::initialize)
>         {
>             glid = glGenLists(1);
>             win->setGLObjectId(id, glid);
>         }
>         else
>         {
>             glid = win->getGLObjectId(id);
>         }
>
>         glNewList(glid, GL_COMPILE);
>     ..
>
> The reason for this is that mode==reinitialize, so the else branch gets 
> executed. Now, the window doesn't know about this id (for some reason, 
> maybe that's the real problem) so it returns zero, which means glNewList 
> will be called with zero. (The warning in Window::getGLObjectID has been 
> commented out!?!)
>
> I'm trying to render from a thread that did not create the window, but I 
> think I got the activate (i.e. wglMakeCurrent) calls right, since I get 
> a window that renders something, it's just not very pretty. (All 
> geometry is black.)
>
> Any clues?
>
> Cheers,
> /Marcus
>
> ---
>
>
>
>
>
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