Hi,
I am using in my application glDrawPixels to write on the frame buffer and I noticed some strange things:
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The result of the glDrawPixels seemed completely random and undefined. After a while I found that the reason for this was that I had GL_TEXTURE_2D enabled. (when I disabled it worked fine) Is this logical? I mean, why should texturing affect a raster operation? I did not find it documented anywhere. (I noticed that on my work’s PC which has a Quadro XGL900)
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In my laptop (with the gforce 460go) I was using a RGBA buffer and I rendered on it a RGB bitmap. It was being rendered OK but when I resized the window sometimes it caused a nasty display driver crash. I changed the size of the bitmap from 24bit to 32bit (by adding a couple of zeros)and used GL_BGRA_EXT instead of GL_BGR_EXT and it never crached again! I am sure I hadn’t any wrong dimensions for the bitmap etc, but I cannot try that again now because after every crash I must reinstall the drivers.
Has anyone encountered any similar problems, or is it just the fact that glDrawPixels doesn’t like me?