Hi Michael,

thank you for reporting your problem. 

Did you clean up the local storage properly you are using? Maybe you can 
provide us with more detail on your problem, since we are not sure whether it 
is a mitk or vtk-related bug. For VTK-specific problems we suggest to use the 
VTK user's list at http://www.vtk.org/VTK/help/mailing.html.

We also provide examples how to use Shaders in MITK, e.g. see 
MITK-source/Modules/VtkShaders/resource/Shaders/mitkShaderLighting.xml. This 
Shader can be used for surface rendering (see property "shader" in the property 
list of a surface data node).

Kind regards,
Sandy


Sandy Engelhardt
Medizinische und Biologische Informatik E130
Doktorandin

Deutsches Krebsforschungszentrum
Stiftung des öffentlichen Rechts
Im Neuenheimer Feld 280
69120 Heidelberg
Tel:  +49 6221 42-2328

[email protected] 
www.dkfz.de/mbi 



Vorstand: Prof. Dr. Dr. h.c. Otmar D. Wiestler, Prof. Dr. Josef Puchta
USt-ID: DE143293537


------------------------------------------------------------------------------------------

Hello group,

I could need some help figuring out the correct way to use a 
vtkShaderProgram2 from within a mitk::VtkMapper.

Currently, my mapper overrides MitkRenderOpaqueGeometry. When the method 
is called for the first time given a specific renderer, it builds a new 
vtkShaderProgram2 and adds it to its local storage.
This way, rendering works as planned. It leads to no further problems if 
the mapper is destroyed manually.

However, the program crashes if the workbench window is closed while my 
mapper is still alive. The crash happens some calls below the destructor 
of vtkShaderProgram2, due to an integer overflow in vtkGetOpenGLErrors. 
What happens here, apparently, is that glGetError doesn't stop producing 
error codes; probably because the program is destroyed after its 
associated context.

Any ideas what I'm doing wrong here?

Kind regards,
Michael

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