Dirk Reiners wrote: > Hi Marcus, > > Marcus Lindblom wrote: >> On of each: >> >> I had a texturing problem, because I had failed to add the texturechunk >> to the material. It worked 95% of the time anyway, since it was the only >> 3d-texture in the app, so validateAllGLObjects() bound it to unit 0. > > Ouch. Validate shouldn't leave anything bound, I'd consider that a big on our > side. Carsten, can you take a look at that?
It's not definite that it's bound per se, I think, it's just initialized on the texture unit and the shader samplers do not care that much about binding, AFAICS. (I've never understood that part of GL/GLSL well). >> The other is a mipmap generation issue, which I went round by simply not >> using two stages. This might bite other people. >> >> The problem was that, during rendering of the scene, the output after >> the first stage was stored in level 0, but the second stage's result >> ended up in all the other mipmap levels. [snip] > Hm. We've had a lot of issues with automated mipmap generation with nvidia > drivers recently, but this sounds new. I don't really have an explanation > either, especially if only the higher mipmap levels are affected. :-? Nvidia it is. :-| > Thanks for the info N.P. :) Cheers, /Marcus ------------------------------------------------------------------------------ Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july _______________________________________________ Opensg-users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/opensg-users
