Am 06.03.2015 um 10:34 schrieb Trajce Nikolov NICK:
Thanks Sebastian. I have to switch to my Windows machine :-)
Maybe some of the Unix-users here can drop in and tell us if there is some tool on Unix to debug OpenGL calls.

Cheers
Sebastian

Cheers,
Nick

On Fri, Mar 6, 2015 at 8:47 AM, Sebastian Messerschmidt <[email protected] <mailto:[email protected]>> wrote:

    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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