Thanks Bjorn. I will start debugging ....

Nick

On Thu, Mar 5, 2015 at 11:21 PM, Björn Blissing <[email protected]>
wrote:

> 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
>
>
>
>
>
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>



-- 
trajce nikolov nick
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