On 03/11/2011 05:20 AM, thomas bonfort wrote:
Andy,
yes a (beefy) video card is needed or at least wanted, as you want to
offset the calculations to the GPU. If one isn't present, you're going
to fall back to a software opengl implementation which will be orders
of magnitude slower than what AGG is going to take.

cc-ing Toby if he wants to comment further on this.

regards,
thomas

On Fri, Mar 11, 2011 at 03:02, Andy Colson<[email protected]>  wrote:
On 03/10/2011 07:16 PM, Andy Colson wrote:

On 03/09/2011 08:47 PM, Daniel Morissette wrote:

The MapServer Team is pleased to announce the release of MapServer
6.0.0-beta1. This is the first beta on our way to a final 6.0 release.


I cannot seem to get opengl to work.

a stacktrace of shp2img:

Program received signal SIGSEGV, Segmentation fault.
0x00007ffff690bcab in glGetIntegerv () from /usr/lib64/libGL.so.1
(gdb) backtrace
#0 0x00007ffff690bcab in glGetIntegerv () from /usr/lib64/libGL.so.1
#1 0x000000000047667f in OglRenderer::OglRenderer(unsigned int, unsigned
int, colorObj*) ()
#2 0x0000000000474988 in msImageCreateOgl(int, int, outputFormatObj*,
colorObj*) ()
#3 0x000000000044cd26 in msPrepareImage ()
#4 0x000000000044ce75 in msDrawMap ()
#5 0x0000000000415067 in main ()
(gdb)


I'll continue my comments from another thread in this better named thread.

So... I'm confused with mapoglrenderer.cpp.

I dont see where any GLX context or PBuffer have been setup yet before the 
first call to OglRenderer::OglRenderer.  The first thing it does is: 
glGetIntegerv(GL_VIEWPORT ,viewPort);

But how can there be a viewport size yet?  I added a debug message right after 
it:
        if(msGetGlobalDebugLevel() >= MS_DEBUGLEVEL_DEBUG)
        {       
                msDebug("viewport %d, %d, %d, %d\n", viewportX, viewportY, 
viewportWidth, viewportHeight);
        }

and got:

$ ./shp2img -all_debug 15 -m /pub/maps/test.map -o x.png
[Fri Mar 11 19:30:01 2011].731230 msLoadMap(): 0.000s
[Fri Mar 11 19:30:01 2011].731352 viewport 48, 135483496, 134889737, 0

that cant be right... can it?

The next thing is getTextureSize, which calls glTexImage2D.  Will that work 
with no context?

-Andy
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