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

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http://forum.openscenegraph.org/viewtopic.php?p=62968#62968





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