Comments (4)
SetFloatParam is being called continuously while you hold the button down, which means you're constantly deleting the shader and creating a new one. Accessing it on ProcessOpenGL while this is happening is not safe.
For ParamEvents, ideally you want to implement OnClick and OnRelease functions that get called once, by checking against the previous state. To be completely safe, you'll then want to use these functions to set a variable that gets checked on the render call.
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Thanks for the reply J,
Setting up onX event-watchers has been my solution, and works fine.
However FYI - when I was bug checking this issue I found that the critical crash occurs the instant a gl call is made from within SetFloatParameter, not when ProcessOpenGL is fired.
i.e in the above code snippet newVertexShader is not a variable used elsewhere (such as ProcessOpenGL) - rather, it is a standalone test call that brings the entire house of cards tumbling down! This certainly wasn't the case in FFGL 1.5 so I do indeed have to wonder where the instability is...
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This repo is still FFGL1.5. It just has been cleaned up, and now has a minor bug fix for displaying parameters on 64 bit. Nothing has changed for making OpenGL calls.
I assume you are experiencing these crashes in Resolume 6?
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We had some internal discussion about this, and changing the OpenGL state anywhere else than the render thread is not a good idea.
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