Hi Marcus,

I fixed a bug in Window::registerGLObject() it could return a id with a 
NULL GLObject. Not sure if this fixes your problem.

Andreas

> 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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> 
> 
> 
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