Re: [Flightgear-devel] No shader compilation error messages
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 -- Try New Relic Now We'll Send You this Cool Shirt New Relic is the only SaaS-based application performance monitoring service that delivers powerful full stack analytics. Optimize and monitor your browser, app, servers with just a few lines of code. Try New Relic and get this awesome Nerd Life shirt! http://p.sf.net/sfu/newrelic_d2d_apr___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] No shader compilation error messages
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 -- Try New Relic Now We'll Send You this Cool Shirt New Relic is the only SaaS-based application performance monitoring service that delivers powerful full stack analytics. Optimize and monitor your browser, app, servers with just a few lines of code. Try New Relic and get this awesome Nerd Life shirt! http://p.sf.net/sfu/newrelic_d2d_apr ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] No shader compilation error messages
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-- Try New Relic Now We'll Send You this Cool Shirt New Relic is the only SaaS-based application performance monitoring service that delivers powerful full stack analytics. Optimize and monitor your browser, app, servers with just a few lines of code. Try New Relic and get this awesome Nerd Life shirt! http://p.sf.net/sfu/newrelic_d2d_apr___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel