FrameWindows created after first render appear white

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choco
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FrameWindows created after first render appear white

Postby choco » Sat Mar 20, 2010 09:40

Hi,
I am using the Delta3D wrappers of CEGui. Render module is OpenGL on Windows, NVidia card. Problem appears in 0.7.1 and in current SVN head.
I can load layouts containing FrameWindows and everything works fine. I can also create windows using CEGUI::WindowManager::createWindow. This only works before the GUI is rendered the first time. When I call the same code later on, the window pops up, but it is all white and the console shows a message "Warning: detected OpenGL errorNo= 0x506 after RenderBin::draw(,)".
I tested this with WindowsLook, TaherezLook and Vanilla.
Do I do anything wrong? If this is a bug, what can I do to track it down?

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CrazyEddie
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Re: FrameWindows created after first render appear white

Postby CrazyEddie » Sun Mar 21, 2010 06:47

Hi,

The particular error of 0x506 is I believe GL_INVALID_FRAMEBUFFER_OPERATION, and this is congruent with the issue of a white rectangle instead of the expected window content.

I'm unsure of the exact cause of this. It could be something that we are - or are not - doing, although I've not seen this issue myself with plain OpenGL. It could be a driver issue, which version of the drivers are you using? If you have alternate drivers, perhaps you could try them? Do you also see the same issue on other systems, with other hardware? If you compile the CEGUI sample apps, do they exhibit the same issue also? (Basically what I'm trying to establish there is a base-line whereby if this is a CEGUI issue, we can more easily reproduce and fix).

CE.

choco
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Re: FrameWindows created after first render appear white

Postby choco » Sun Mar 21, 2010 19:14

I wasn't aware of the demos. They run great, in Sample_ScrollablePaneDemo I can create windows without a problem. So this seems to be a Delta3D related problem. Thanks for your help!

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CrazyEddie
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Re: FrameWindows created after first render appear white

Postby CrazyEddie » Mon Mar 22, 2010 07:13

Thanks for confirming this. Btw, this still does not definitely eliminate issues in CEGUI, though it's probably not an out and out bug - perhaps some strange interaction issue between the engine and CEGUI.

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