Hey Shaun,
>
>> This is a second post as I am unsure that the first went out.
>>
>> Thinking more about this, I wonder if it may be because I am altering
>> the
>> OpenGL context while aglSwapBuffers() is potentially pending? Perhaps a
>> glFinish() on the context I am about to swap out before I do the swap
>> will
>> resolved things?
>>
>> Anyone have any other ideas about what to look at?
>
> How are you managing your current context vs threads?
All interaction with GL is on the main thread.
>
> Are you using a shared context?
Nope.
> Maybe it's a name-binding problem...
> are you dumping your existing QuickDraw images to texture and using GL
> for a fast blit? Try blocking with glFinishObjectAPPLE(GL_TEXTURE,
> textureName) before calling aglSwapBuffers() and see if that changes
> anything...
Ok, that is a good idea; I'll give it a shot. Thanks.
I have things fenced as far as touching the underlying texture while it is
being DMA'ed.
Please note that this is a very intermittent thing; I don't think that it
has anything to with the normal logic that is being used; it only happens
when I swap from one context to another, and then rarely.
I guess that the other idea that has occurred to me is to use one context
for the window and share that between the objects that blit to the window.
Since the failure happens as I switch between contexts, perhaps the solution
is to use only one context.
OTOH, the other thing that occurs to me is that after the first DMA of the
texture contents, perhaps the OpenGL engine is failing to DMA the contents
on the successive frames; this would also account for the behavior that I am
seeing. My big problem is that I don't really know how to bisect the problem
space given that interacting with tools on the machine when the problem
occurs makes the problem go away. Maybe using the OpenGL monitor tool with
the remote machine access?
Thanks for the suggestions!
Best regards,
B.J. Buchalter
Metric Halo
5 Donovan Drive
Hopewell Junction, NY 12533 USA
tel +1 845 223-6112
fax +1 603 250-2451
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