This is quite some interesting code down here:
There are two open gl controls on the vcl form.
If a ShowMessage is done right after wglMakeCurrent is called then it has
the potential to screw up
the rendering contexts somehow ?
Left window is green+red triangle.
Right window is green + blue triangle.
After show message is done... suddenly red triangle is drawn in left window
and blue triangle is again drawn in left window...
Quite strange really... since applications can be multi threaded and a
ShowMessage or any other kind of window
could pop over the opengl window triggering a repaint... opengl's design
seems quite bad for serious application.
The retards/idiots on this newsgroup actually suggested using one thread and
multiple rendering contexts per thread...
and switching between rendering contexts by using make current...
I cannot see how that could possibly work in an event driven multi threaded
Seems advice of madmen/idiots who have no experience with multi threaded
Multi threading has the feature... as well as hardware acceleration... so
these retards better get off their asses and make
something work... or maybe they just giving false advice because their even
bigger fools than usual.
Take my advice go with multiple threads and one context per thread... it's
advice by microsoft a long time ago..
Why these retards don't follow advice from world's number one software
corporation is beyond me ;) :)
if pointer(mRenderingContext) <> nil then
if wglMakeCurrent( Canvas.Handle, mRenderingContext ) then
if Assigned(mOnPaint) then
mRenderingContext ) failed.');
ShowMessage('GetLastError: ' + IntToStr(GetLastError) );
On Aug 4, 3:20=A0pm, "Skybuck Flying" <IntoTheFut...@hotmail.com> wrote:
> If a ShowMessage is done right after wglMakeCurrent is called then it has
> the potential to screw up
> the rendering contexts somehow ?
It's the exact same problem as "green taskbar", enjoy!