Re: JOGL2 TextRenderer throws GLException if using Pixel Buffer Objects
Posted by Matteo Battaglio on Oct 14, 2011; 4:40pm
URL: https://forum.jogamp.org/JOGL2-TextRenderer-throws-GLException-if-using-Pixel-Buffer-Objects-tp3421923p3422203.html
Thank you for the detailed explanation.
I've actually just tried to unbind the buffer, and doing so I can see the text rendered, but then when it's time for the decoder to obtain the buffer in which to store the first decoded video frame, the application crashes.
It is surely caused by the unbinding of the buffer, even if I thought it still should have worked because when I attempt to draw the video frames on the texture, I first bind the right buffer object, and then call glTexImage2D() with its handle, so even if I later unbind it, it shouldn't create problems.
However it is highly probable that the problem it's me not knowing exactly what effects glBindBuffer(..., 0) might have on currently-mapped buffer objects... (which are being filled in parallel by the decoder's thread).
So, it seems that I'd better look at how to implement your 2nd solution, use a 2nd shared GL context.
I'll try it and let you know!
Thanks again