Hi Andreas,
With a recent dailybuilds (12/12/2006), if I do a prerender without
culling & validate_all_gl_objects thing, it won't run correctly even
without multi-aspect handling. I get a bunch of warnings about gl-id's
being null ( osg: WARNING: Window::validateGLObject: obj with id 229 is
NULL! ) and then it fails on a glCallList(0).
However, it works in single-thread if I skip any pre-rendering call.
Strange..
When I render multi-threaded, I get some fbo-errors (I'm using my own
version of yvonne's FBOViewport), so I'll try to take care of those and
see what happens when that is resolved (I think the GL drivers chokes
early.). I won't do anything more before the holidays though. :)
Cheers,
/Marcus
Andreas Zieringer wrote:
> Hi Marcus,
>
> I fixed a bug in Window::registerGLObject() it could return a id with a
> NULL GLObject. Not sure if this fixes your problem.
>
> Andreas
>
>
>> Hi again,
>>
>> Sorry for bouncing, but no one has responded.
>>
>> I would like to know, more specifically, why I sometimes get warnings on
>> the object being null in gl::validiateObject(). Is this a bug (that has
>> been fixed in later versions) or something else (error on my part?)? I
>> don't know if it's related to what I'm seeing, but I suspect it. :)
>>
>> I get it when I run Window::validateAllGlObjects() before starting to
>> render. Never during rendering (if rendering single-threaded, of course).
>>
>> Cheers,
>> /Marcus
>>
>> Marcus Lindblom wrote:
>>
>>
>>> (1.8 from 28/8/06, win32, vc7)
>>>
>>> Hi all,
>>>
>>> I'm trying to do some multithreaded rendering and I run in to a problem
>>> with null gl ids.
>>>
>>> Geometry::handleGL seems to be the culprit. In the code below, glNewList
>>> is called with a glid of zero (0). This is not very nice at all, since
>>> it happens more than once.
>>>
>>> if(mode == Window::initialize || mode == Window::needrefresh ||
>>> mode == Window::reinitialize)
>>> {
>>> if(mode == Window::initialize)
>>> {
>>> glid = glGenLists(1);
>>> win->setGLObjectId(id, glid);
>>> }
>>> else
>>> {
>>> glid = win->getGLObjectId(id);
>>> }
>>>
>>> glNewList(glid, GL_COMPILE);
>>> ..
>>>
>>> The reason for this is that mode==reinitialize, so the else branch gets
>>> executed. Now, the window doesn't know about this id (for some reason,
>>> maybe that's the real problem) so it returns zero, which means glNewList
>>> will be called with zero. (The warning in Window::getGLObjectID has been
>>> commented out!?!)
>>>
>>> I'm trying to render from a thread that did not create the window, but I
>>> think I got the activate (i.e. wglMakeCurrent) calls right, since I get
>>> a window that renders something, it's just not very pretty. (All
>>> geometry is black.)
>>>
>>> Any clues?
>>>
>>> Cheers,
>>> /Marcus
>>>
>>> ---
>>>
>>>
>>>
>>>
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