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From: James W. W. <ja...@wr...> - 2004-11-28 06:55:31
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"Lane Roathe" <la...@if...> wrote (in September): >Recently I found that a SetPixelFormat call in Quesa was failing; >specifically the line > > if (!SetPixelFormat(theContext->theDC, pixelFormat, &pixelFormatDesc)) > >in "./Renderers/Common/GLDrawContext.c" > > >Nothing had changed, except I updated my video drivers. This has probably >been the cause of almost all of my non-solvable OpenGL issues with Bugdom >and Nanosaur with a lot of customers who purchased one of these games >(ie, lots of refunds). > >Anyone have any ideas on why this would fail? It's when it's creating a >new GL context, and the pixel format's "cColorBits" are zero (meaning, I >would assume, the default). > >Anyway, the fix I found was to remove the error checking on this line; >when removed everything works just fine. > >Thoughts on a "proper" solution welcome. I was getting a SetPixelFormat error in Geom Test when I changed from the interactive to the wireframe renderer. I noticed that the IR had requested 16 depth bits, whereas WF requested 32 bits. When I changed things so that both asked for 32 bits, the error went away. Perhaps once you have chosen a particular depth buffer size for a window, you aren't allowed to change? Also, I've seen a MS document saying that you can get SetPixelFormat errors if you don't have the WS_CLIPCHILDREN and WS_CLIPSIBLINGS window styles on a window use for OpenGL. -- James W. Walker, ScriptPerfection Enterprises, Inc. <http://www.write-brain.com/> |