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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