Hello Daniel,

Daniel Weber wrote:
> Unfortunately, I must use OpenSG version 1.8 for my project and I
> had to add a "GLId"- and a "IgnoreGLForAspect"-Field with the same 
> functionality as in OSGGeometry.cpp. After adding a validation of the 
> GLObject in "drawPrimitives", everything worked fine. Thanks for the advice!

ok, just to make sure, since it may be related to the problem you 
describe below:
the GLId, despite its name, is not a real OpenGL id, rather it is the id 
of an GLObject and you can use it to look up the real OpenGL id, see how 
it is used in Geometry::drawPrimitives as input to Window::getGLObjectId().

> But, I am facing a new problem that other parts of the scenegraph are not 
> displayed correctly. During debugging, I noticed that the glObject-ids are 
> related to the displaylist-ids. 
> 
> What is the purpose of registering a glObject:
> -  Is this an abstraction for any object which uses OpenGL calls, and the ids 
> are created consecutively? 

yes, it is an abstraction for something the lives in the OpenGL context. 
I guess the ids used with GLObjects are created consecutively, but that 
should be considered an implementation detail.

> - Are the ids somehow related to displaylists-id?

only in the sense that a GLObject that represents a display list can be 
used to look up the display list id, but the GLObject id can be 
completely different from the OpenGL id for the DL.

> - If yes, can they "collide" with vbo ids?

no, they should not.

> I switched my application to vbo-only. When I enable my own nodecore, another 
> (only one!) geometry primitive (in another part of the scenegraph) vanishes. 
> Is it possible that one vbo-id is used twice at that point?

hm, can you double check if you always do the getGLObjectId lookup 
before passing ids to OpenGL? That is the only thing I can think of 
right now.
If that is not it, maybe you could post relevant parts of your code that 
shows the GLObject handling?

        Cheers,
                Carsten


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