Hello Gerrit,
> hmm, there seem to be a deeper issue than, just for my understanding,
> your passive preview window and your application window are different
> windows. If so that looks like it needs more general fix, somehow bind
> the uniform state to the window. I'll have a closer look at that.
> your passive preview window and your application window are different
> windows. If so that looks like it needs more general fix, somehow bind
> the uniform state to the window. I'll have a closer look at that.
Yes those 2 windows are different.
Thanks,
Michael
Gesendet: Mittwoch, 14. Mai 2014 um 12:24 Uhr
Von: "Gerrit Voß" <vo...@vossg.org>
An: opensg-users@lists.sourceforge.net
Betreff: Re: [Opensg-users] OpenSG2: Open questions
Von: "Gerrit Voß" <vo...@vossg.org>
An: opensg-users@lists.sourceforge.net
Betreff: Re: [Opensg-users] OpenSG2: Open questions
Hi,
On Wed, 2014-05-14 at 11:52 +0200, Michael Raab wrote:
> Hello Carsten,
>
>
> > Does the above sequence reliably reproduce the problem or does it
> > sometimes work/sometimes not? Is the commitChanges() placement after
> > addChunk() relevant?
> > Sorry, not really a good idea what could be the cause, other than
> some
> > kind of caching on the status of the uniform...
>
> The problem seems to be that before rendering the shader in our main
> application window, we create a material preview icon using a fbo in
> combination with a passive window.
> For that icon rendering everything works as expected. The main
> rendering then creates in SimpleSHLChunk::handleGL() the shader,
> programs but does not update the uniform variables as they are not
> marked as changed.
> I wrote a fix that eliminates the problem on our side. Patch is
> attached.
hmm, there seem to be a deeper issue than, just for my understanding,
your passive preview window and your application window are different
windows. If so that looks like it needs more general fix, somehow bind
the uniform state to the window. I'll have a closer look at that.
kind regards
gerrit
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