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1
General / Re: Multithreading Results in Window Context Activation Fail
« on: January 17, 2014, 11:13:21 pm »
I've confirmed that the following code:
gameCore->window.display();
causes most errors, and this:
gameCore->window.setActive(true);
only causes 1 to 5 at the beginning.  Must have to do with the way I'm accessing gameCore.  Is there another way I could access it?

2
General / Re: Multithreading Results in Window Context Activation Fail
« on: January 16, 2014, 10:22:48 pm »
Only suspicious thing is wglMakeCurrent = {<text variable, no debug info>} 0x6c8a955b <wglMakeCurrent>
EDIT: OpenGL Version 4.4 successfully loads

3
General / Re: Multithreading Results in Window Context Activation Fail
« on: January 16, 2014, 05:33:54 pm »
OS: Windows 7 Home Premium 64-bit
GPU: GeForce 650 with frequently updated driver
IDE: Code::Blocks

I will debug once I get home.

EDIT: m_context->setActive(active) in Window.cpp returns false (that outputs the error in console)
EDIT2: The m_context returns true, however, as that is the only way the error could be displayed

4
General / Re: Multithreading Results in Window Context Activation Fail
« on: January 15, 2014, 10:33:45 pm »
None of that seems to make a difference.  Is it possible for you to post all of your code in a file?  I really want to see a working version of this.

5
General / Re: Multithreading Results in Window Context Activation Fail
« on: January 14, 2014, 11:16:18 pm »
What does your class design look like?  It would be nice to know what I could change to fix this.

6
General / Re: Multithreading Results in Window Context Activation Fail
« on: January 14, 2014, 10:11:56 pm »
Gobbles, see if the code works now.

7
General / Re: Multithreading Results in Window Context Activation Fail
« on: January 13, 2014, 02:39:24 am »
I use Code::Blocks.  I used to use Visual Studio, and that looks similar to its errors with the "C2864".  Anyway, if it is unsupported by something, I'll fix that by setting the values outside the class, as I may want to change those settings during runtime in the future.

EDIT:  Interesting, it calls the struct a class.  Must be used for both.

8
General / Re: Multithreading Results in Window Context Activation Fail
« on: January 12, 2014, 07:18:40 pm »
Does everyone get this error?

9
General / Re: Multithreading Results in Window Context Activation Fail
« on: January 11, 2014, 06:37:13 pm »
I at one time, but not currrently used bool* glRunning. I will clean up the code right now.
EDIT: How is it now?

10
General / Re: Multithreading Results in Window Context Activation Fail
« on: January 11, 2014, 06:11:36 pm »
Explain what is wrong with the code I posted, zsbzsb.

11
General / Re: Multithreading Results in Window Context Activation Fail
« on: January 11, 2014, 05:33:42 pm »
Sadly, the error persists.

12
General / Re: Multithreading Results in Window Context Activation Fail
« on: January 09, 2014, 12:41:33 am »
I was declaring window in main, and I passed &window through the thread arguments.  In the function, I typed something like bool* glRunning.

I will try passing a gameCore pointer to the function.  I may not have time until tomorrow.

13
General / Re: Multithreading Results in Window Context Activation Fail
« on: January 08, 2014, 09:47:09 pm »
Thanks for the response!  I tried pointing the window to the thread's function at first, but it didn't work.  However, I was just pointing to the address of the variables; they themselves weren't initially pointers.  How should I go about passing the window context, and should I go back to pointers instead of storing data in gameCore?  I knew to avoid globals, but I didn't know to what extent.  I'll try to remember not to post files as the only source of code, too.

14
General / Re: Multithreading Results in Window Context Activation Fail
« on: January 08, 2014, 08:37:45 pm »
Why, though?  How does it work?  What does it do?

15
General / Re: Multithreading Results in Window Context Activation Fail
« on: January 08, 2014, 05:51:11 pm »
That only removes the command line, but it's throwing errors!!!  Wouldn't fixing the errors be a better solution?

-Jared

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