HI Selman,

You are using lots of non straight OpenGL and Producer calls in your
mix, it really is rather moving out of OSG realm so I'm not sure what
we can do in terms of support.

Robert.

On Fri, Mar 21, 2008 at 7:50 AM, selman duatepe <[EMAIL PROTECTED]> wrote:
> Hi Robert,
>
> Thanks a lot for the quick response. I have solved this problem with your
> help.
>
>  I do with this following call,
>
>      Producer::RenderSurface::shareAllGLContexts(true);
>
> But, this time, when I create more than one VBO,
>
> 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 VBO for multiple window.
>
>
>
> On Sun, Mar 16, 2008 at 6:42 PM, Robert Osfield <[EMAIL PROTECTED]>
> wrote:
>
> > 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.
> > >
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> > >
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>
>
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