Problem with glGenLists ?????

Hello,
this is my program :

  
scene.h
GLunit _model_init;
 /*********/
scene.cpp
Scene::Scene()
{
  _model_init=0;
}

 ////////////
void Scene::loadModel(int id)
{
 GLuint idModel;
 idModel=id+1;
 if (_model_init==0)
  { 
     _model_init=glGenLists(1); // _model_init doesn't increase _model_init=0 all over the time ???
  }
 if (_model_init!=0) //'if' hasn't checked because _model_init value is always worth 0
  {
     glNewLists(idModel, GL_COMPILE);
       (...);
     glEndLists();
  }
}

 ////////////
void Scene::painGL()
{
  idStock=idModel;
  glCallLists(idStock);
}

have you a solution for my problem, please?
thanks
Bunny

Originally posted by bunny-3110:
[b]Hello,
this is my program :

  
scene.h
GLunit _model_init;
 /*********/
scene.cpp
Scene::Scene()
{
  _model_init=0;
}

////////////
void Scene::loadModel(int id)
{
GLuint idModel;
idModel=id+1;
if (_model_init==0)
{
_model_init=glGenLists(1); // _model_init doesn’t increase _model_init=0 all over the time ???
}
if (_model_init!=0) //‘if’ hasn’t checked because _model_init value is always worth 0
{
glNewLists(idModel, GL_COMPILE);
(…);
glEndLists();
}
}

////////////
void Scene::painGL()
{
idStock=idModel;
glCallLists(idStock);
}

[/b]

_model_init=glGenLists(1); // _model_init doesn’t increase _model_init=0 all over the time ???

glNewLists(idModel, GL_COMPILE);

You should use glNewLists(_model_init, GL_COMPILE);

idModel is IMHO useless.

This topic was automatically closed 183 days after the last reply. New replies are no longer allowed.