drawrect not being called after a random time in NSOpenGLView
drawrect not being called after a random time in NSOpenGLView
- Subject: drawrect not being called after a random time in NSOpenGLView
- From: Jorge Arroyo <email@hidden>
- Date: Mon, 29 Mar 2004 23:37:36 +0200
Hello,
I'm really going nuts with this one. I've looked at the archives and
over the documentation, but cannot find a solution. Also it's hard to
debug, so any clues on how to solve or debug this issue will be greatly
appreciatted. At first I thought it was just a problem when I was
debugging the app, but it happens no matter how I compile and run it...
I have a custom NSOpenGLView in a window I create from a controller
object. Sometimes it's full screen and sometimes not, but the problem
is the same no matter what...
I override drawrect to perform all the opengl drawing and have a
second thread for all the calculations that callls [self display] at
the end of each cycle. (I also tried [self setNeedsDisplay:YES] with
the same results)
When I run the app everything starts ok, but at some point drawrect
stops being called. Sometimes it takes a few seconds, sometimes it may
take 30 minutes or more, but eventually it happens. And it happens
without any interaction on my part with the app. The result is that the
image is frozen still.
I've checked with Quartz Debug, and the window is being updated with
the outdated drawing regularry. Also, the rest of the app keeps running
without any problems, it just doesn't call drawRect.... Also, the pixel
format and opengl context seem to be still there (from what I see in
the debugger)
Any suggestions on how to go on or where the error might be, or just
clues on what can cause such problems will be greatly appreciated.
Thanks,
-Jorge Arroyo
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