Hi Nick, I got a couple of this while doing the Oculus integration (mostly due to Oculus driver injection). But the procedure I usually use is this:
1. Enabled OpenGL debugging in OpenSceneGraph by setting the environment variable: OSG_GL_ERROR_CHECKING=ON This will give you more information of which class that triggered the GL error. (Although this is not always true, there are some caveats). 2. Once I found which class that is the probable offender I usually add some debug printouts in that OSG class, printing out the name of the node, attribute or whatever classtype is triggering the error. The caveats: This process usually finds you the offending call. But you cannot trust it 100%. This is due to the fact that to clear the error flag you have to call glGetError(), and since OSG cannot have glGetError() calls after every single one of its OpenGL calls, sometimes the wrong class gets reported. So if you suspects that OSG is pointing the finger on the wrong class. Start by adding a glGetError() call as first OpenGL call in that class. Otherwise you might chase an error that actually exists in another class. Good luck on you bug hunting! Björn ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=62968#62968 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

