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Next-Generation Graphics Engine
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 Post subject: "Broken" render state
PostPosted: 31.07.2012, 20:49 
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Joined: 09.02.2012, 22:38
Posts: 26
h3dInit() calls glActiveTexture(GL_TEXTURE15), so no calls to h3dRender() et.al were made at this point. This screws QtQuick's render state (text and images get broken)(QtQuick 2.0 is part Qt 5.0).

"Manually" calling glActiveTexture(GL_TEXTURE0); after h3dInit() seems like a valid fix. Its not a big deal to figure all "wrong states" out with apitrace and glStringMarkerGREMEDY("Hello *.trace file", ...). I'm just not sure where to fix it - Horde3D or my application?

Cheers,
Christoph


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 Post subject: Re: "Broken" render state
PostPosted: 31.07.2012, 22:44 
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Joined: 24.03.2010, 10:17
Posts: 55
Hi Christoph.
I recommend to wrap calls to h3dInit and h3dRender/h3dFinalizeFrame with a pair of of glPushAttrib(GL_ALL_ATTRIB_BITS) and glPopAttrib.
This ensures that your render states are kept.
Also make sure you use latest SVN version, as FBO state is preserved as well (which is not captured by glPushAttrib).
BTW: Here is another thread with a similar problem: http://horde3d.org/forums/viewtopic.php?f=1&t=988
Alex


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