I’m currently developing a small 3D engine as a hobby project, and I just added a simple sky dome renderer. Surprise! Every time I ran my engine the computer froze and I had to do a hard reset. After several megabytes of logfile output I finally tracked the problem down to a single call of glCallList(). I have worked with display lists many times before, but it never crashed or froze my system.
The display list contains nothing unsual, just a lot of calls to glVertex3fv(). What’s even more strange is that the problem manifests itself only after several thousand calls to glCallList() have been made. It looks like some kind of memory leak in the driver to me. The above mentioned call to glCallList() is currently the only such call in the engine. It works flawlessly albeit slower if I’m rendering directly, without a display list.
I also made sure to check for errors after every API call around the problematic code. Just GL_NO_ERROR all the time, as it should be.
I’m using Win98SE, a ATI Radeon 9600 Pro with Catalyst 4.3 on a Elitegroup K7S5A board, and I’m using MinGW to develop my engine.
Has anyone else seen something like this with recent ATI drivers on Win98?