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After calling h3dInit OpenGL states are "dirty"
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Author:  attila [ 14.07.2010, 21:48 ]
Post subject:  After calling h3dInit OpenGL states are "dirty"

After calling h3dInit the OpenGL states are not set back to default. As far as I can see Renderer::finishRendering does this, but this function is called only at the end of the Render function.

To solve this I've called finishRendering at the end of init. This solved the problem partially for me. I have to call bindBuffer(0) too.

I noticed while I was debugging finishRendering
(called from init) that in egRendererBase _vpX and _vpY are uninitialized. (In egRendererBase::egRendererBase() only _vpWidth and _vpHeight is set)

Author:  attila [ 16.07.2010, 16:09 ]
Post subject:  Re: After calling h3dInit OpenGL states are "dirty"

I have some other problem with attached objects.
I'm integrating horde3d with a gui engine. It also uses OpenGL for rendering, but it doesn't use VBO. The creating functions in Horde3D (createVertexBuffer and createIndexBuffer) leaves the objects binded and it made the gui/particle engine crash. While I would unbind these buffers outside of horde, It would ease the integration if horde3d unbind these objects (like createTexture does).

Thanks

Author:  marciano [ 17.07.2010, 22:33 ]
Post subject:  Re: After calling h3dInit OpenGL states are "dirty"

Thanks attila, we will take care of that.

Author:  AlexL [ 26.07.2010, 15:00 ]
Post subject:  Re: After calling h3dInit OpenGL states are "dirty"

Cool.
Please add bindShader(0) to clean the state as well.
Thanks Alex

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