Hello Michael,  

On 02/03/2012 10:01 AM, Michael Raab wrote:
> Recreating the entire window should be in principle the easiest solution. 
> Unfortunately our main window is used both for local and for cluster 
> rendering. So in the case that there is an immersive environment or some 
> other external display connected, a simple destruction and recreation will 
> also kill the network and remote stuff.
> What I tried today was to destroy/recreate all ShadowViewports after the new 
> GL context was created and window->reinitializeAllGLObjects() was called. 
> That method produces just no rendered image.
> Using gDEBugger I was able to capture that there are 3 textures assigned to 
> the GL context but all of them have a size of 0x0.
> I thought that a new ShadowViewport should create the necessary texture and 
> FBO resources from scratch...

yes, that's what I'd expect too. If the texture are 0x0 it seems the 
size of the viewport is not set correctly.
I just noticed that the Viewport left,right,top,bottom fields don't have 
default values and committed a patch to fix that.
Are you setting the viewport size explicitly?

> May be the old ShadowViewport's resources were deleted/freed to late and may 
> have damaged the new ones. Just a guess...

That would mean there is a bug in the GLObject handling. Possible, but 
given that your other textures in the scene are correctly recreated on 
the new context (right?) I'd think that is probably not the issue here.

> Do you think this approach should work in general or do I miss something?

In general yes, just a matter of finding the bug that prevents it from 
working in this particular case ;)  Thanks for being patient.

        Cheers,
                Carsten

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