Re: pfShadeModel -> segmentation faults and geostate info after iv loader

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Angus Dorbie (dorbie++at++sgi.com)
Tue, 20 Oct 1998 13:48:51 -0700


Marc Erich Latoschik wrote:
>
> Hi,
>
> > The default shademodel is gouraud but it is an error to have a geoset
> > with no geostate attached. This is becuase when we sort geosets,
> > you can end up with random state being implicitly inherited by your
> > geoset. So, at minimum, have the default pfGeoState (everything set to
> > inherit from the global state explicitly) to you geoset.
> >
> > I don't think this is related to your core dump, but would be a source
> > of future errors.
> >
> Nope it wasn't. I had so much app specific code in the pipewin open
> callback that i didnt see i was calling pfOpen() after!!! setting shade
> model.
> So => no gfx context. Sorry for that. Thangs for your hints.
> >
> > I still suspect the same thing. You are calling pfPWinOpen() in your
> > callback (before pfShademodel() :-))?
> >
> > If you take out the pfShademodel() call entirely it all works?
> yes, now it works with the call too ;)
> >
>
> Another question arises. I load the geometrie using the iv loader. When
> i attach a geoset with a specific front/back material and a specific
> color
> the settings are ignored. Does that mean: Once the verts in the geosets
> have color bindings, the attached state properties are ignored? In other
> words do
> i have to color all the vertices instead of using Geostates? (This is
> how
> i did it before)

You could use a different color attribute binding which wasn't
per vertex.

Sounds like your underlying problem is probably the
material color mode. pfMaterial::setColorMode. This
determines which material attributes are modified
by color calls. Read the OpenGL manual on glColorMaterial
for an understanding of this.

Cheers,Angus.

-- 
"Only the mediocre are always at their best." -- Jean Giraudoux 

For advanced 3D graphics Performer + OpenGL based examples and tutors: http://www.dorbie.com/


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