Query OpenGL to know if there are still commands on the queue
Igor Kravtchenko <[email protected]> Tue, 03 Oct 2006 01:53:24 -0800
| Newsgroups | gmane.games.devel.opengl |
|---|---|
| Organization | Fat City Network Services, San Diego, California |
| Message-ID | <[email protected]> |
Hi! We have noticed some problems of render-to-texture in our application on some drivers (the texture remains totally white). After having investigated the code, I noticed it lacks a call to glFlush() before swapping double buffer or releasing a pbuffer (used for the render-to-texture). So at first, I just wanted to add a call to glFlush(), commit the code et voila. The problem is we have a pretty rigorous QA that just forbids to commit any line of code if it's not proved to solve a problem with an appropriate test code. My idea was to find a way to query OpenGL and ask if there are still GL commands on the queue just before swapping double buffer or releasing a pbuffer. If yes make a call to glFlush(). I'm pretty confident it's a good thing to always make a glFlush() so this would be really just for the QA's stuff. Maybe, it's just not feasible anyway... Any hint would be appreciated, Igor. ----- FAQ and OpenGL Resources at: http://www.geocities.com/SiliconValley/Hills/9956/OpenGL -- Author: Igor Kravtchenko INET: [email protected] Fat City Hosting, San Diego, California -- http://www.fatcity.com --------------------------------------------------------------------- To REMOVE yourself from this mailing list, send an E-Mail message to: [email protected] (note EXACT spelling of 'ListGuru') and in the message BODY, include a line containing: UNSUB OPENGL-GAMEDEV-L (or the name of mailing list you want to be removed from). You may also send the HELP command for other information (like subscribing).