Operating System: :Win10x64:
Render System: :GL3PLUS:
Still going with porting from 1.11.5 to 2.1.
Almost exclusively worked with D3D11 so far and am mostly fine (and done). Even started some feature work again. Sadly OpenGL is generating problems. The software uses mainly DX but always trys to offer OpenGL as a fallback for faulty drivers or for strange hardware. When porting from ogre1 I went from RenderSystem_GL to RenderSytem_GL3PLUS as my alternative.
There are still a lot of problems, like invisible lines lists or faulty culling, but I will look into those later. For now I am investigating a problem with multiple render windows. The software uses an Win32 MDI concept to render various viewpoints into individual windows. Some of them also use Direct2D for maps and line drawings. I generate a window and sending its handle as an Param["externalWindowHandle"] in Root->createRenderWindow(...). Next I add a Viewport, set the CompositorWorkspace and start rendering. All fine for a single window in GL3Plus and for DirectX or 1.11.5 for multiple windows. But when I add the second window in GL3Plus, the window stays black (and I get a lot of errors)
Code: Select all
15:17:53: OpenGL:error(high) 1282: GL_INVALID_OPERATION error generated. VAO names must be generated with glGenVertexArrays before they can be bound or used.
15:17:53: OpenGL:error(high) 1282: GL_INVALID_OPERATION error generated. Invalid VAO/VBO/pointer usage.
15:17:53: OpenGL:error(high) 1282: GL_INVALID_OPERATION error generated. Invalid VAO bound.
15:17:57: OpenGL:error(high) 1282: GL_INVALID_OPERATION error generated. Array object is not active.
Code: Select all
void GL3PlusRenderSystem::_startLegacyV1Rendering(void)
{
glBindVertexArray( mGlobalVao );
}
Next stop was looking into it through RenderDoc and there it is working as intended. I see the correct camera and can interact with it and it's rendering.
It also resulted in not getting errors in logging any more. Below are my logs, first without RenderDoc and second with it.
Well, the first one "VAO Names... glGenVertexArray..." is also reported, but it's working.
Any hints / ideas into what is going wrong? What I can do next to find the issue?
Logs for both issues are at pastebin (over character limit to post here).
https://pastebin.pl/view/9dbd7f88
https://pastebin.pl/view/79f7432f
PS: My next step will be to deactivate my overlay to get even fewer things that can misbehave and maybe switch my complicated Compositor with a very easy one that is just Clear + Scene, but those idea only came while writing...