Hi Nick,
Try geDebugger [1] etc.. Under visual studio they even integrate into
the GUI, so you will be able to debug the offending line which causes
the error.
[1] http://developer.amd.com/tools-and-sdks/archive/amd-gdebugger/
Cheers
Sebastian
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
<[email protected] <mailto:[email protected]>>
wrote:
Thanks Bjorn. I will start debugging ....
Nick
On Thu, Mar 5, 2015 at 11:21 PM, Björn Blissing
<[email protected] <mailto:[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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