Hi,
thanks for your answer.
I tried your chain, and the same error occurs (I checked with gdb). But bugle
manages to write something in the log :
trace.call: glXCreateContext(0x91a2938, 0x91a7c48 -> { 0x91a3df0 -> { (nil), 35,
4, 16711680, 65280, 255, 8, 256 }, 35, 0, 24, 4, 16711680, 65280, 255, 256, 8
}, (nil), 1) = 0x9225dd4
trace.call: glXMakeCurrent(0x91a2938, 0x01c00002, 0x9225dd4) = 1
trace.call: glXMakeCurrent(0x91a2938, 0x01c00002, 0x9225dd4) = 1
trace.call: glViewport(0, 0, 800, 800)
trace.call: glPixelStorei(GL_UNPACK_ALIGNMENT, 1)
trace.call: glPixelStorei(GL_PACK_ALIGNMENT, 1)
trace.call: glDepthFunc(GL_LEQUAL)
trace.call: glEnable(GL_DEPTH_TEST)
trace.call: glEnable(GL_NORMALIZE)
trace.call: glLightfv(GL_LIGHT0, GL_DIFFUSE, 0xbedff774 -> { 0, 0, 0, 0 })
trace.call: glLightfv(GL_LIGHT0, GL_SPECULAR, 0xbedff774 -> { 0, 0, 0, 0 })
trace.call: glGetString(GL_EXTENSIONS) = "GL_ARB_depth_texture
GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader
GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query
GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects
GL_ARB_shading_language_100 GL_ARB_texture_border_clamp
GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add
GL_ARB_texture_env_combine GL_ARB_texture_env_dot3
GL_ARB_texture_mirrored_repeat GL_ARB_transpose_matrix
GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader
GL_ARB_window_pos GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra
GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax
GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader
GL_EXT_depth_bounds_test GL_EXT_draw_range_elements GL_EXT_fog_coord
GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_paletted_texture
GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal
GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs
GL_EXT_shared_texture_palette GL_EXT_stencil_two_side GL_EXT_stencil_wrap
GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias
GL_EXT_texture_object GL_EXT_vertex_array GL_HP_occlusion_test
GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region
GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence
GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program
GL_NV_fragment_program_option GL_NV_half_float GL_NV_light_max_exponent
GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil
GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart
GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection
GL_NV_texture_compression_vtc GL_NV_texture_env_combine4
GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader
GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range
GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1
GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_SGIS_generate_mipmap
GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum "
That's it for the bugle problem. I just discovered bugle so I'm not an expert. I
asked its author about the compilation problem I had but he hasn't answered
yet. Can you help me with that?
Now, for my 3D texture, it's a very big file because its size is 512*512*512
(300*24*42 actually, but it has to be power of 2). I managed to see this (very)
raw file with the example you told me, and it looks alright, so I don't think
it's the source of my problem.
Thanks.
Jo
Selon Dirk Reiners <[EMAIL PROTECTED]>:
>
> Hi Jonathan,
>
> On Wed, 2005-03-30 at 12:58 -0500, Jonathan Bard wrote:
> > Hi,
> >
> > I tried to use bugle, it launches the application but crashes immediately.
> I
> > used gdb to print the stack.
>
> Wait, I've seen that before. What's your filter set? I had to remove
> showextensions from my filter set because it dumped core. It's not
> necessary anyway, just use this chain:
>
> chain trace
> {
> filterset log
> {
> filename "bugle.log"
> flush yes
> }
> filterset showerror
> filterset trace
> }
>
> > As you see, I also use VRJuggler but the problem seems to be in OpenSG,
> with the
> > use of glsl shader.
>
> I would assume so.
>
> > I had to comment these lines while compiling bugle :
> > bugle_register_filter_catches(f, GROUP_glBeginQueryARB, stats_fragments);
> > bugle_register_filter_catches(f, GROUP_glEndQueryARB, stats_fragments);
> >
> > Do you think these 2 things (glBeginQueryARB,glEndQueryARB) could be elated
> to
> > the crash?
>
> No, we're not using those.
>
> > Anyway, if you want, I can send you the compressed binary file of my scene
> with
> > the 3D texture. I visualized it with Vred and it has the good chunks in it,
> as
> > predicted. I also want to check if my 3d texture is OK so I would like to
> write
> > the 3D texture to a file but the dds writing function in Vred is not
> > implemented. I managed to write it to a .dat/.raw pair (324 MB for the .raw
> > file!) but I don't know how to visualize it...
>
> You can run it through one of the DVRVolume test programs like
> testSimpleVolumeNodeRender.cpp. And raw files usually compress very
> nicely using gzip, which the current OpenSG version can load directly.
>
> 324 MB is pretty big, what's the resolution of your texture?
>
> > Do you have another solution for
> > me to see what's in my texture (even if I think it's ok, because I managed
> to
> > write the slices to 2D image files and they are ok)?
> > Finally, maybe I can send you my code but I don't really want it, because
> it's
> > getting pretty big, it uses lots of librairies, it's not perfectly well
> coded
> > and it's very "platform-specific".
> > But I can send you the few classes that don't work if you want, you would
> just
> > not be able to compile and run.
>
> No, that's ok then. Let's see if we can get bugle to work...
>
> Dirk
>
>
> --
> -- Dirk Reiners OpenSG Forum [EMAIL PROTECTED]
> -- The OpenSG Open Source Scenegraph: http://www.opensg.org
> -- Announcements: http://lists.sf.net/lists/listinfo/opensg-announce
>
>
>
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