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 _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
