Hi Michael, On 02/02/2012 09:24 AM, Michael Raab wrote: > Hello Carsten, > > thanks for the patch, but that seems not to help very much... > I did the following test: > - Render scene with Dither Shadow and 1 shadow light -> example 1 > - Destroy GL context and create new GL context > - Call reinitializeAllGLObjects() for my window > - Render scene with Dither Shadow and 1 shadow light -> example 2 > - Move the camera a bit around > - Render scene with Dither Shadow and 1 shadow light -> example 3 > > In example 1, the DitherShadowMap seems to use two textures, 1 for the scene > (unit 0) and 1 for the shadow map information (unit 1). > After creating a new GL context there seems to be no shadow map bound anymore > and the map used for the scene seems to be somehow random... > > Regarding its size, I'll send you the example data off the list. > Hope it helps...
I see a lot of effort spent on trying to handle a case that was not really in our minds when we designed OpenSG, and that is destroying and recreating OpenGL contexts behind the scenes. If you're doing these expensive operations anyway, is there a reason you're not just destroying and recreating the OpenSG windows and viewports, too? That way OpenSG is aware that everything has changed, and can do the initializations necessary. That should be more robust than trying to shoehorn the reinitialization into the system somehow... Just my $.02 Dirk ------------------------------------------------------------------------------ Keep Your Developer Skills Current with LearnDevNow! The most comprehensive online learning library for Microsoft developers is just $99.99! Visual Studio, SharePoint, SQL - plus HTML5, CSS3, MVC3, Metro Style Apps, more. Free future releases when you subscribe now! http://p.sf.net/sfu/learndevnow-d2d _______________________________________________ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users