Jump to content
  • Advertisement
Sign in to follow this  

OpenGL Problems with Tao and Unmanaged OpenGL

This topic is 4445 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I'm having a problem with Tao's OpenGL bindings that I am hopeful someone can shed some light on. I'm building on top the Tao NeHe Lesson02 provided with the Tao installation, wanting to replace its DrawGLScene() with my own rendering routine, which is actually in an unmanaged C DLL. I've loaded the DLL and can successfully call this rendering routine, but am seeing some strange behavior, notably that only calls to glColor() in this rendering routine have any effect. I cannot draw primitives nor do any sort of transformation or texture mapping. From my understanding of Tao, it is simply a wrapper around the unmanaged OpenGL DLLs, so whether I set up OpenGL through Tao or through my own unmanaged DLL, the end effect should be the same and I should be able to render from either unmanaged or managed code. Does anyone have experience with this they might impart to me? Is my assumption about being able to set up OpenGL through Tao and then render from unmanaged code wrong? Much obliged!!

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!