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Re: shadow blending on iMac G5 fails




To add to what John wrote, we have found that when doing render-to-texture operations, it may be necessary to use a glFlush or glFinish after completing each phase of drawing and before changing the drawable under the context. When we did not do this we sometimes encountered rendering errors that sound like what you describe.


We also ran into a bug involving glClear on 5200, not always clearing what you wanted, I do not think this one got fixed in 10.3.6, need to go back and look that one up.

Rob

On Nov 7, 2004, at 12:04 PM, email@hidden wrote:

From: John Stiles <email@hidden>
Subject: Re: shadow blending on iMac G5 fails

The 5200 has a handful of bugs related to pbuffers. This is probably
not your bug.
You may want to investigate if 10.3.6 helps at all.

On Nov 7, 2004, at 3:58 AM, Sebestyén Gábor wrote:

Hi,

I have a shadow renderer which works on my iMac G4 (nVidia GeF2) and
my iBook G4 (ATi Mobility Radeon) but on my customer's new iMac G5 it
doesn't.
The shadow itself is created in a pbuffer then "blended" (src =
GL_ZERO, dst = GL_SRC_COLOR) it to the game world.
It was OK until he saw my game on iMac G5 (nVidia GeF5200) where all
shadows rendered in the game were inverted and clipped from a
rectangular shape. The shape was very similar to the current
framebuffer content (not always but often) but distorted to a texture
and the shadow was clipped from it.

I'm on searching the real reason of this misfunction but please help
by dropping wise hints :)
Thanks in advance,

Gábor

To be is to do. - Socrates
To do is to be. - Sartre
Do be do be do. - Sinatra

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