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Re: error on glGenLists... how?!



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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 >error on glGenLists... how?! (From: Shamyl Zakariya <email@hidden>)
 >Re: error on glGenLists... how?! (From: Christopher Niederauer <email@hidden>)



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