Re: [Flightgear-devel] No shader compilation error messages

2013-04-29 Thread James Turner

On 29 Apr 2013, at 07:54, Renk Thorsten thorsten.i.r...@jyu.fi wrote:

 Does anyone have an idea what may have caused this, and if so would it be 
 easy to put the error messages back in?

When did it break?

I did some work right after 2.10 to support custom logging, and one thing I 
started doing, but did not finish, was routing all OSG and related Simgear-log 
output to its own place (in addition to the normal ones) so that it could be 
show in a 'render failures' log. (And hence hopefully *easier* to spot 
OpenGL/shader related problems).

As far as I recall, that work is incomplete (I didn't have time to build the 
actual dialog/extend the rendering dialog) but it should also be disabled. 
Maybe I committed it enabled by accident? Have a look in fg_os_osgviewer.cxx 
where OSG is initialised.

If this is the cause, it's been that way since January, and I assume you would 
have compiled from source since then.

Regards,
James

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Re: [Flightgear-devel] No shader compilation error messages

2013-04-29 Thread Renk Thorsten

 If this is the cause, it's been that way since January, and I assume you  
 would have compiled from source since then.

I still have the funny GPU problem under Linux that the GPU refuses to go to 
high performance, so I don't actually develop shader code under Linux but use 
it just to interface with GIT and do quick tests. I update the Windows much 
more rarely, since it's a royal pain to do, so it is well possible that I 
didn't spot it since January despite compiling under Linux a few times.


Is this what I'm looking for? Not sure which is which.

void fgOSOpenWindow(bool stencil)
{
osg::setNotifyHandler(new NotifyLogger);
//osg::setNotifyLevel(osg::DEBUG_INFO);

(...)


 * Thorsten

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Re: [Flightgear-devel] No shader compilation error messages

2013-04-29 Thread James Turner

On 29 Apr 2013, at 10:09, Renk Thorsten thorsten.i.r...@jyu.fi wrote:

 I still have the funny GPU problem under Linux that the GPU refuses to go to 
 high performance, so I don't actually develop shader code under Linux but use 
 it just to interface with GIT and do quick tests. I update the Windows much 
 more rarely, since it's a royal pain to do, so it is well possible that I 
 didn't spot it since January despite compiling under Linux a few times.

Well for Windows you could/should be using the nightly builds, but anyway :)

 Is this what I'm looking for? Not sure which is which.
 
 void fgOSOpenWindow(bool stencil)
 {
osg::setNotifyHandler(new NotifyLogger);
//osg::setNotifyLevel(osg::DEBUG_INFO);

Right, comment out 'setNotifyHandler' and it will probably work as before. I'm 
away from proper net access this week, will tidy things up at the weekend.

Regards,
James--
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