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 > > > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- trajce nikolov nick
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