   Texture Problem....
  I have followed this article Article and everything is good. I have changed it to load Alias .obj mode format and everything works fine. My problems lies when I want to use textures with this setup.Viewport layout:---------- | 1  | 2  |----------| 3  | 4  |----------The viewports are split by a Splitter Window and each section is using a doc/view architecture. Each viewport creates its own render context, etc. To the right of the Viewports is a dialog box to tell each viewport what to display (Front, Top, Side, Perspective). When the program starts up one of each view is created. Every time you switch a viewport to display some other view it destroys its current view then creates the new view. When I load my model up and load the textures for it, the textures only appear in the last viewport created on startup. I would of course like to change this so that every viewport can display the textures. So I made some changes and create a single render context before any others and was trying to set all the other render contextes to share the first one so that I can share display lists and textures via wglShareLists. But when I do that no textures show up at all.Anybody have any ideas, suggestions, advice?Do I need to explain in more detail? Clarify Something?Thanks in advance,Jay   
  are you certian you've got your wglShareLists() calls right?   ;  When I want to use multiple viewports in the same viewport, I don't try using different contexts, rather I just use glViewPort() to modify where my drawing goes.  I think this is probably faster and you won't have any problems of sharing textures or display lists or anything like that.  It's just drawing like normal.   ;  I hope I have the wglShareLists right, I use it like this (var names made up):wglShareLists( renderContextThatWillHaveTexture, renderContextThatWillShareThatTexture );   ;  I am currently looking into redoing the same thing either using viewports or Scissor test. But I would still like to know what it wrong or could be wrong with the first program to avoid this in the future.   ;Quote:Original post by CyberJay82I hope I have the wglShareLists right, I use it like this (var names made up):wglShareLists( renderContextThatWillHaveTexture, renderContextThatWillShareThatTexture );your naming worries me slightly... as I understand it it only shares what is loaded into the context at the point the share function is called, so if you share and then add a texture it wont be shared   ;  Ok that would explain it, hopefully thats right cause thats what I am doing sharing lists then loading textures, so that could be the problem. I'll check that out as soon as I can and let you know if that works.Thanks.   ;  Yeah I tried doing that, but it didnt seem to work either. Thank you anyway. I think I'll move onto the viewport or scissor stuff. Thanks again.-Jay   