I don't know about a work-around short of implementing a text system
based on  FTGL's polygon fonts :)

But here's a couple more things you might play with which are probably
entirely unhelpful.

Now that you have a specific gl command as suspect, if you need to
verify it directly, you might try using the OpenGL Profiler and try
setting a break point for this instruction. You might instruct the
profiler to bypass execution for this instruction to see if the
hanging goes away.

You might also try forcing the software renderer run instead and see
if this avoids the problem. I don't know of an easy way to force it
from the OS, but I think there is an option available in the gl
context setup under pixel format attributes. (I think the value you
want is  kCGLRendererGenericID.) You'll have to muck with the Producer
backend and figure out the stuff for AGL or CGL.

Out of curiosity, does your computer freeze when the scene itself has
text (osglogo, osgtext), or only when you pull up the help display?

And maybe running osgtexturerectangle to see if it also freezes the system.

I know Apple also has some OpenGL code examples on their developer
connection site (usually showing something like Cocoa or Carbon
integration), some of which also demonstrate how to render text to
OpenGL. I recall some of these use texture font techniques too. You
might grab these and see if these freeze the system too. (They may not
use glTexSubImage2D but just glTexImage2D which may avoid the problem
though.) If they do freeze the system, you can at least point to Apple
code freezing in your bug report so they don't need to comb through
the OSG code.

-Eric
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