Hello,

On Wed, 2014-07-16 at 12:05 +0200, Johannes wrote:
> Hello Gerrit,
> 
> On 15.07.2014 12:33, Gerrit Voß wrote:
> >
> > I pushed the commit, could you try and let me know if it works.
> >
> Good and bad news...
> 
> The rendering does now work with and without shader on all of my tested 
> graphic platforms with reasonably current drivers installed:
> 
> ATI Radeon 5700 series
> NVidia GTX 560
> Intel HD Graphics 4000
> 
> It works, however, only for newly created models. My stored scenes do 
> not work anymore. No graphic is visible at all.

ok, what happened (for your example files) is that while the geometry is
tagged as useVAO, individual properties, in particular the vertex
position properties have their useVBO flag set to false. Hence nothing
is rendered. OpenSG is not very graceful right now. I'm thinking about
how to make it so.

> With respect to the Intel HD Graphics 4000 platform I have another 
> problem. I'm facing a stray OpenGL error which I'm unable to track down. 
> In my debug sessions this error showed up in the Windows::doFrameExit 
> due to the error checking loop. Unfortunately, the error flag 
> (GL_INVALID_OPERATION) is not cleared by the glGetError call and the 
> application is trapped in this loop.
> 
> I have tried hard to find the cause for the error but have not succeeded 
> so far. I do know that this loop implementation is in accordance with 
> the GL specs but it would nevertheless be fine if I could disable the 
> check for the debug session.

ok, this was the easy part, I added both, checking for a valid context
before calling glGetError. At the same time if you set the env variable
OSG_NO_GL_CHECK_ON_FRAMEEXIT it will ignore the test as well.

kind regards
  gerrit



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