Thanks for this info. All is now clear!
wes
On Thu, May 8, 2008 at 10:06 PM, Kenneth Dyke <email@hidden> wrote:
> What you are doing is essentially right. It's probably not well
> documented, but we don't currently allow texture objects to hop back and
> forth between normal GL style textures and PBuffer/surface textures, as it
> could result in all kinds of strange inconsistencies internally. If you
> have to reuse the same texture name and need to switch back and forth
> between textures defined with calls like glTexImage/glCopyTexImage and calls
> that define a texture in terms of a PBuffer, just delete the texture name
> first.
>
> -Ken
>
> On May 8, 2008, at 7:11 PM, Wesley Smith wrote:
>
>> 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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