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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