Okay, after a nice day of hacking and slashing, I have found that
OpenSG doesn't use glGenTextures to get texture IDs.  However, other
code I am using does use glGenTextures, and I wind up with conflicting
IDs.  This appears to be the cause of all my mysterious warning
messages.  So is there a proper way to get texture IDs in OpenSG?  And
why isn't glGenTextures used?
-Terry

On 5/16/05, Terry Welsh <[EMAIL PROTECTED]> wrote:
> Made a little more progress on this problem.  Although I am still
> stumped.  I'm using Mark Harris's RenderTexture class.  In the
> RenderTexture initialization, glBindTexture is called with the target
> GL_TEXTURE_RECTANGLE_NV.  By commenting out chunks of code, I have
> found that this call causes OpenSG starts throwing out warning
> messages during the render loop.  No OpenGL error appears in the
> RenderTexture code, but they do appear later in OpenSG.  Has anyone
> else run into this?
> 
> I see that OpenSG doesn't use the GL_TEXTURE_RECTANGLE_NV token at
> all, so I wouldn't think it would care about any of this.
> - Terry
> 
> On 5/6/05, Terry Welsh <[EMAIL PROTECTED]> wrote:
> > On 4/28/05, Dirk Reiners <[EMAIL PROTECTED]> wrote:
> > >
> > >         Hi Terry,
> > >
> > > On Thu, 2005-04-28 at 15:37 -0500, Terry Welsh wrote:
> > > > Hi,
> > > > If I order my code in certain ways, sometimes my rendering will stop
> > > > working and I'll start seeing endless warning messages like this:
> > > >
> > > > WARNING: TextureChunk::initialize params failed: invalid operation 
> > > > (0x502)
> > > > WARNING: textureShader precheck failed: invalid operation (0x502)
> > > > WARNING: TextureChunk::initialize params failed: invalid operation 
> > > > (0x502)
> > > > WARNING: textureShader precheck failed: invalid operation (0x502)
> > > > WARNING: TextureChunk::initialize params failed: invalid operation 
> > > > (0x502)
> > > > WARNING: textureShader precheck failed: invalid operation (0x502)
> > > > WARNING: textureShader precheck failed: invalid operation (0x502)
> > > > WARNING: textureShader precheck failed: invalid operation (0x502)
> > > > WARNING: textureShader precheck failed: invalid operation (0x502)
> > > > ....
> > > >
> > > > If I reorder my code or comment parts out, I can usually get the
> > > > warnings to stop and my rendering to work again.  But I haven't been
> > > > able to figure out the actual cause of all this.  The only unusual
> > > > thing about my app is that I'm combining OpenGL calls with OpenSG in
> > > > order to do some multipass rendering and other effects.  Any
> > > > suggestions?
> > >
> > > have you tried running it through an OpenGL debugger like GLIntercept or
> > > bugle? Alternatively you can try to add a glGetError() before you call
> > > OpenSG, to make sure the error is not caused by something outside of
> > > OpenSG.
> >
> > Bugle is the only one I have found that works on Linux, but it crashes
> > with my app.  Haven't figured out why yet.  glGetError detects nothing
> > before calling OpenSG.
> > >
> > > Looking at the places this is coming from my guess would be something
> > > about the texture unit or activated textures. Try making sure that
> > > texturing is disabled and unit 0 is active before calling OpenSG.
> >
> > Tried that.  No effect.
> >
> > I'm not sure if this is relevant, but I'm not trying to use any of the
> > nv_texture_shader extensions myself.  Does OpenSG always do these
> > textureShader checks on its own?  Perhaps this is automatic if you set
> > up multiple texture units?
> > >
> > > Hope it helps
> > >
> > >         Dirk
> > >
> > > --
> > > -- Dirk Reiners               OpenSG Forum             [EMAIL PROTECTED]
> > > -- The OpenSG Open Source Scenegraph:            http://www.opensg.org
> > > -- Join the list at    http://lists.sf.net/lists/listinfo/opensg-users
> > >
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>


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