Yes, I am starting the game through GL Profiler, with "Break on GL
Error" selected -- this is why I'm so baffled.
shamyl zakariya
"Robustness is the child of transparency and simplicity"
- Rule 8: Rule of Robustness
On Apr 20, 2005, at 2:10 AM, Christopher Niederauer wrote:
I can't tell for sure from your post, but are you starting the game up
with "Break on Error" already selected? If not, it will break at the
first OpenGL call after you check it if the error state hasn't
otherwise been cleared by the application (ie the first break on error
may be a false match, although it does mean there was an error set at
one point prior to that call, inclusive, just like an application
calling glGetError after every OpenGL call). If you are still
consistently getting that error in Profiler, I would put a glGetError
before and after the call in question and manually verify that you are
not already in an error state before that call (and file a bug on
OpenGL Profiler if the results differ).
glGenLists will indeed only error with INVALID_VALUE if given a
negative range, but you should be getting back 0 from the function if
it actually is generating an error, so I find it highly likely that
the error is being set before the glGenLists call.
Chris Niederauer
On Apr 19, 2005, at 11:37 AM, Shamyl Zakariya wrote:
I've been trying to track down an error state in my game, so I told
OpenGL Profiler to break on error, which I assume means that the
error displayed will be the *first* error state.
So, the odd thing is that I'm getting an error for glGenLists.
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