Hilmi Ortadeveci (hilmi++at++demeern.sgi.com)
Fri, 1 Aug 1997 11:15:16 +0200 (MEST)
When I use Performer the same trick work's only the texture settup is
done using Performer instead of OpenGL function's.
So far so good.
If Performer uses an Overlay-window then after every context switch the
current read source of it's MAIN OpenGL context (main window) has
changed !!!.
This problem is solved using glXMakeCurrentReadSGI() after every
pfSelectWin().
Now I have tested my setup on 2 ONYX's, a Reality Engine and a VTX.
And on my Max-Impact (with double buffering for textures.)
Everything work's UNTIL I use seperare CULL and DRAW processing.
As long as Performer put's the CULL and DRAW in the same process
the current Readsource remain's as I have set it it.
When CULL and DRAW are different processes after each frame, Performer
looses the current READ source and I have to call:
glXMakeCurrentReadSGI() every frame.
THIS is too slow for realtime-performance (50/60 HZ).
My question:
How does it loose it's read source ?
Another question:
What are the constraint's on:
glHint(GL_TEXTURE_MULTI_BUFFER_HINT_SGIX,GL_FASTEST);
It seems to crash the entire system if I use the glBindTextureEXT() on
another texture then the 2 created for video texturing or if I use
glPushAttrib() / glPopAttrib() followd by a glDisable(GL_TEXTURE_2D)
Thx!
Hilmi
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