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issues with sharing the LUT between OpenGL contexts?
Jeremy Selan <jeremy...@...>
Cool, good to hear!toggle quoted message Show quoted text
On Tue, Dec 13, 2011 at 1:20 PM, Paul Miller <pa...@...> wrote:
On 12/13/2011 3:14 PM, Paul Miller wrote:Well, this always happens, doesn't? Not 1 minute after sending that I figured it out (stuffed a GL_TEXTURE_3D into a GL texture format function). The HUGE red herring was it working in the main view. Sticking a breakpoint in the glError checker function did the trick.
Having great success replacing my existing display shader stuff with
OCIO's. Have it working in a primary window but getting black in a
seconding view (using context sharing).
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