Hi Selman, This is the way that OpenGL objects work - they aren't by default shared between separate graphics context. You'll either need to maintain separate VBO's for each context or share graphics contexts.
There is a lot of support in the OSG for managing separate objects across multiple graphics contexts so is you use classes like osg::Geometry it'll manage this all for you. Robert. On Sun, Mar 16, 2008 at 4:11 PM, selman duatepe <[EMAIL PROTECTED]> wrote: > Hi everyone, > > I have implemented Terrain library using Geometry Clipmap algorithm. In my > project, I have to display terrain two different windows. And, I have used > vertex buffer object to render the terrain. When I use to second display, > > float* cachedData = > static_cast<float*>(mExtension->glMapBuffer(GL_ARRAY_BUFFER_ARB,GL_READ_WRITE_ARB)); > > function always returns NULL and I can't map GPU buffer. But it works for > one window. > > Anyone idea about this problem. > > Thanks a lot. > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org