Hi Sandy,

I've rewritten the mapper and it's now based on mitk::GLMapper instead 
of mitk::VtkMapper. As a result, the problem has vanished and my program 
doesn't crash anymore. Chances are that it really was a problem in VTK.

Anyway, thanks for your help!

Kind regards,
Michael

On 18.03.2015 15:32, Engelhardt, Sandy wrote:
> 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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