Sancho
03-21-2003, 11:05 AM
Hi,
I create two windows that share the display list. I create a texture object with the first context current. I can see it in the two windows (Thus they share correclty the display list). But if I call the glGetTexImage() function with the second context current, then the driver crash (on NVidia GeoForce2 board and on ATI board too).
And if I create the texture object with the second context current, and call the function glGetTexImage() with the first context active, the function also crash.
Why must I call the glGetTexImage() function with the context that is active when I create the texture object ????
David
[This message has been edited by Sancho (edited 03-21-2003).]
[This message has been edited by Sancho (edited 03-21-2003).]
I create two windows that share the display list. I create a texture object with the first context current. I can see it in the two windows (Thus they share correclty the display list). But if I call the glGetTexImage() function with the second context current, then the driver crash (on NVidia GeoForce2 board and on ATI board too).
And if I create the texture object with the second context current, and call the function glGetTexImage() with the first context active, the function also crash.
Why must I call the glGetTexImage() function with the context that is active when I create the texture object ????
David
[This message has been edited by Sancho (edited 03-21-2003).]
[This message has been edited by Sancho (edited 03-21-2003).]