suddenly OSG_GL_ERROR_CHECKING=ON is not verbose at all for this error ....
still the same :-/

Nick

On Thu, Mar 5, 2015 at 11:16 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:

> Thanks Bjorn. I will start debugging ....
>
> Nick
>
> On Thu, Mar 5, 2015 at 11:21 PM, Björn Blissing <bjorn.bliss...@vti.se>
> 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
>> osg-users@lists.openscenegraph.org
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>
>
>
> --
> trajce nikolov nick
>



-- 
trajce nikolov nick
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