We are experiencing some odd behaviour which looks like a glLinewidth call is being ignored.
The result is that the calllist being drawn appears very skinny and aliases ( or at least appears sometimes as a bunch of loosely connected segments.
Its on a Winders 2K system ( 512M Ram ), PIV 1.7 ( stop drooling out there ).
Here’s the snippet of code ( one of them that is misbehaving ).
o o o
(float)areaHazard.wptY, 0.0f );
recipHeading = resolvdHeading-180.0;
adjustHeading(&recipHeading); // Resolve +/-360
glRotatef((float)(-recipHeading), 0.0, 0.0, 1.0);
o o o
I noticed this first on some legacy code but a colleague has experienced the same problem with new stuff ( some of which is re-used legacy ).
Anybody have any similar experiences out there? with this board ( assuming it is the
board and if it is, howcome a $2000 class
video card has these problems )