Hi,

so after countless more hours of debugging I have identified the issue.
Within the "setUpEGL" function I already set the eglContext to be current. So 
once the "makeCurrentImplementation" is called, the context is already set to 
be current. For some reason, when using singlethreaded rendering, this works 
without issues and "eglMakeCurrent" returns EGL_TRUE even if the context is 
already active.

However, when using multithreading, eglMakeCurrent fails when called on an 
active context and also appearantly invalidates the context, so that all 
following OpenGL calls fail.

I managed to fix the issue completely by just removing the "eglMakeCurrent" 
call within my "setUpEGL" function, so that the context does not become current 
before "makeCurrentImplementation" is executed by OSG. I can now use the 
application without errors on the realtime machine. :)

Thank you!

Cheers,
Philipp

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http://forum.openscenegraph.org/viewtopic.php?p=66995#66995





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