Charles MacDonald wrote:
So how did you fix it?
i forgot to set the "context" before drawing as each opengl widget has it's own. in the constructor, the the context is created and bound. the result was that the last widget created was the only one to have the context it needed bound. it was a one line fix.
i plan to add buffer and texture sharing so that changes using one widget will change them all at once which is good when editng tiles.
textures however are proving difficult and i'm struggling. using framebuffers has once again proved itself to be completely non-functional.
im working out opengl problems using external example code that uses GLUT. i dont want to use GLUT due to it's additional library dependency and some windowing issues but i may have to reconsider should the external example work well.
yep, my geek level is increasing.
i almost forgot to mention it, i've spent lots of time playing Darksiders for PS3 so my nerd level is increasing too.
