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Member Since 10 Apr 2007
Offline Last Active Oct 23 2016 08:39 PM

Posts I've Made

In Topic: My Properly-Created OpenGL Context Is Lying To Me.

10 September 2016 - 11:37 PM

@_Silence_: GLX version on this system is 1.4. The FB configs load is pretty standard, using glXChooseFBConfig, and the result is queried for validity. The code is open-source, albeit the latest version is not online. If you (or someone else) would like to see it, I can update the repo; the reason I didn't lead with that is that the code is quite lengthy; much control and additional functionality needs to be exposed. This is also the reason I moved from using existing context/windowing libraries (I've worked extensively with wx, Qt, SDL, and GLUT previously, and am somewhat familiar with GLFW).

@NumberXaero: Basically what's happening is there is a "Context" object which sets the context at the beginning of its constructor, and unsets it at the end. This, along with some other logic in there, ensures that the bound context is the same before/after making the "Context" object. The constructors are (lines 1-5) and (lines 7-13). Each context loads its own pointers automatically, which is why the second context gets its own pointer, even though it didn't have to.


I thought it best to present the problem as simply as possible, with just the raw API commands. Perhaps more commands would be helpful? Or perhaps someone wants to dig through the source (it's actually very readable; just long)? Suggestions?

In Topic: Texture Deletion Race Condition

23 May 2014 - 09:50 AM

I'd expect to be able to allocate and delete textures when I choose. It's pretty simple stuff. Even if I'm doing it frequently, this shouldn't affect whether it works. I feel like that's a pretty reasonable expectation.


Note: I was using a development version of the Kinect 1, that allows writing in C++ on a PC, not a console.

In Topic: Texture Deletion Race Condition

21 May 2014 - 11:07 PM

I found a silly bug related to the way I was handling mipmapping, but I have no evidence the problems were related.


The deletion/reallocation was mainly for simplicity. I understood then as now that it's generally a bad approach--but I was still expecting it to be correct.

In Topic: Texture Deletion Race Condition

13 May 2014 - 09:01 AM

Nope. As I wrote, time was short. PBOs aren't used.

In Topic: Shadow Volume Generation Precision

01 May 2014 - 06:31 PM

Update: I found the problem. I was using a light direction from a vertex on the center triangle to compute facing values for all four triangles, but this only works for three. Ensuring that the light direction is computed from a vertex within each triangle fixes the problem.