We are experiencing some odd behaviour which looks like a glLinewidth call is being ignored.
The result is that the calllist being drawn appears very skinny and aliases ( or at least appears sometimes as a bunch of loosely connected segments.
Its on a Winders 2K system ( 512M Ram ), PIV 1.7 ( stop drooling out there ).
Here’s the snippet of code ( one of them that is misbehaving ).
<CODE SNIPPET>
lineAntialiasingOn();
o o o
glPushMatrix();
glTranslatef( (float)areaHazard.wptX[1],
(float)areaHazard.wptY[1], 0.0f );
recipHeading = resolvdHeading-180.0;
adjustHeading(&recipHeading); // Resolve +/-360
glRotatef((float)(-recipHeading), 0.0, 0.0, 1.0);
glScalef(6.0f,6.0f,0.0f);
glLineWidth(6.0f);
glCallList(dlAreaHazardBar);
glPopMatrix();
o o o
lineAntialiasingOff();
</CODE SNIPPET>
I noticed this first on some legacy code but a colleague has experienced the same problem with new stuff ( some of which is re-used legacy ).
Anybody have any similar experiences out there? with this board ( assuming it is the
board and if it is, howcome a $2000 class
video card has these problems )
IBM