I've find a somewhat hack way around this problem, but I don't really
understand the fundamentals of the issue I was encountering still.
I've been going from hunch to hunch, looking at texture creation
functions like glGenTextures and glTexImageData along with what was
the current context. Here's what I've seen from running the code:
1) Texture created (glGenTextures, glTexImage2D)in context: 4d97000
(this is an actual OpenGL window)
In this instance, the texture is used in the typical fashion as a data
buffer, not a render target
2) The texture is allocated (glTexImage2D), this time in context:
26800000 (this is a pbuffer context)
In this instance, the texture is used in the typical fashion as a data
buffer, not a render target
3) The texture is allocated (glTexImage2D) a third time back in context: 4d97000
In this case, the texture is attached to a pbuffer. When I try to
bind the attached texture for rendering to texture, I get the
AGL_BAD_STATE error.
I'm assuming that this has to do with mixing texture creation under
different contexts despite the other ones being pbuffers within the
main window context. Could this be the case? My fix was to destroy
the texture just before step 3 and call glGenTextures followed by
glTexImage2D.
Any insights greatly appreciated.
thanks,
wes
On Wed, May 7, 2008 at 6:03 PM, Wesley Smith <email@hidden> wrote:
> Hi,
> I'm looking for specific information related to aglTexImagePBuffer and
> the AGL_BAD_STATE error code. I see this:
>
> AGL_BAD_STATE
> Invalid rendering context state.
>
> but I'm not sure what precisely that means. Any ideas pointers?
>
> thanks,
> wes
>
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