I’ve learned something really important today: an OpenGL context can be accessed by one and ONLY one thread! See Under what circumstances would glGenBuffers/glGenBuffersARB fail?.

And this is the first time I feel annoyed by the singleton approach of Ogre3D. In my asset converter util, I use Ogre object, the MeshManager mainly, to convert xml files to .mesh files. Due to the limitation of OpenGL and the singleton pattern, I can’t declare a new OpenGL context in my conversion thread by using the Ogre managers…

I struggled for several hours with that before find the post on stackoverflow.

This implies a freeze during mesh conversion, wich prevent me to animate a progress bar and keeping the conversion strickly in background.

I’ll work on the loading and display of the processed meshes next week.