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Re: JOGL2 TextRenderer throws GLException if using Pixel Buffer Objects

Posted by Sven Gothel on Oct 17, 2011; 10:19am
URL: https://forum.jogamp.org/JOGL2-TextRenderer-throws-GLException-if-using-Pixel-Buffer-Objects-tp3421923p3427795.html

On Monday, October 17, 2011 11:44:19 AM Matteo Battaglio [via jogamp] wrote:

>
> OK, I played around with glBindBuffer and I found that I was forgetting to
> unbind the buffer in some parts of the code.
> After fixing that, now the behaviour is that I can see the text until I try
> to display the first video frame texture because then my application
> crashes.
> If however I comment the 3 lines involving TextRenderer my application runs
> well (without rendering the text obviously).
> Then I tried replacing those lines with a piece of code which draws a
> texture image without using PBOs/VBOs (using vertex and texture arrays, like
> TextRenderer does if I'm not wrong), and all works fine.
> Could it possibly be an issue of TextRenderer?

sure ..

how about setting the active texture when you toggle between your texture upload/usage
and the text renderer ?

can you provide a little unit test .. ie stream in a png file for example.

~Sven