Sebastian,
What does “core OpenGL profile” mean with regards to the graphics context? I’m
still not getting it to work.
Here is my code structure:
…
osg::ref_ptr<osg::GraphicsContext::Traits> traits = new
osg::GraphicsContext::Traits;
traits->x = aXPosition;
traits->y = aYPosition;
traits->width = aWidth;
traits->height = aHeight;
traits->stencil = 8;
traits->doubleBuffer = true;
traits->windowDecoration = false;
#if defined(WIN32)
traits->inheritedWindowData = new
osgViewer::GraphicsWindowWin32::WindowData( aWindow );
#elif defined(__linux__)
traits->inheritedWindowData = new
osgViewer::GraphicsWindowX11::WindowData( aWindow );
#endif
// gl graphics context version and profile mask
traits->glContextVersion = "3.3";
traits->glContextProfileMask = 0x1;
// create the graphics window from the context
osgViewer::GraphicsWindow* gw =
dynamic_cast<osgViewer::GraphicsWindow*>(osg::GraphicsContext::createGraphicsContext(traits.get()));
…
// set the main camera to use the window
mainCamera->setGraphicsContext( gw );
…
I assume here that setting the traits variable with the major/minor version of
OpenGL and setting the profile mask to 1 (‘core’??) would be all I need. But
that’s obviously not the case.
-M
----------------------------------------
Marlin Rowley
Software Engineer, Staff
[cid:[email protected]]
Missiles and Fire Control
972-603-1931 (office)
214-926-0622 (mobile)
[email protected]<mailto:[email protected]>
From: osg-users <[email protected]> On Behalf Of
[email protected]
Sent: Thursday, April 11, 2019 9:01 AM
To: 'OpenSceneGraph Users' <[email protected]>
Subject: EXTERNAL: Re: [osg-users] EXTERNAL: Re: Where is
CreateContextAttribs() being used?
Hi Marlin,
In order for RenderDoc (and most tools I’m aware of) you’re application needs
to run on core OpenGL profile.
You might want to look here for some debugging options:
https://www.khronos.org/opengl/wiki/Debugging_Tools
I personally used Nvidia Nsight for quite a while, as it at least helps with
framebuffer debugging etc.
Cheers
Sebastian
From: osg-users
<[email protected]<mailto:[email protected]>>
On Behalf Of Rowley, Marlin R
Sent: Donnerstag, 11. April 2019 14:52
To: OpenSceneGraph Users
<[email protected]<mailto:[email protected]>>
Subject: Re: [osg-users] EXTERNAL: Re: Where is CreateContextAttribs() being
used?
We are using Win10-x64.
We are trying to get RenderDoc to be able to see our application so we can do
some graphics debugging. It’s shouting back that the current device context
wasn’t created using CreateContextAttrib, so I started looking. So since we are
using Win64, doesn’t look like osg will go the WindowWin32 route. Hmm…
How are you debugging the GPU? It’s incredibly difficult trying to solve
realtime pipeline problems without the use of a graphics debugger.
----------------------------------------
Marlin Rowley
Software Engineer, Staff
[cid:[email protected]]
Missiles and Fire Control
972-603-1931 (office)
214-926-0622 (mobile)
[email protected]<mailto:[email protected]>
From: osg-users
<[email protected]<mailto:[email protected]>>
On Behalf Of Robert Osfield
Sent: Thursday, April 11, 2019 7:16 AM
To: OpenSceneGraph Users
<[email protected]<mailto:[email protected]>>
Subject: EXTERNAL: Re: [osg-users] Where is CreateContextAttribs() being used?
Hi Marlin,
A great for CreateContextttribs in the OSG shows:
$ grep -r CreateContextAttribs .
Binary file ./lib/libosgViewer.so.3.6.4 matches
Binary file ./src/osgViewer/CMakeFiles/osgViewer.dir/GraphicsWindowX11.cpp.o
matches
./src/osgViewer/GraphicsWindowX11.cpp: typedef GLXContext
(*glXCreateContextAttribsARBProc)(Display*, GLXFBConfig, GLXContext, Bool,
const int*);
./src/osgViewer/GraphicsWindowX11.cpp: glXCreateContextAttribsARBProc
glXCreateContextAttribsARB = 0;
./src/osgViewer/GraphicsWindowX11.cpp: glXCreateContextAttribsARB =
(glXCreateContextAttribsARBProc) glXGetProcAddress((const
GLubyte*)"glXCreateContextAttribsARB");
./src/osgViewer/GraphicsWindowX11.cpp: if (glXCreateContextAttribsARB)
./src/osgViewer/GraphicsWindowX11.cpp: _context =
glXCreateContextAttribsARB( _display, _fbConfig, sharedContext, True,
contextAttributes.data() );
./src/osgViewer/GraphicsWindowWin32.cpp:extern HGLRC WINAPI
wglCreateContextAttribsARB (HDC, HGLRC, const int *);
./src/osgViewer/GraphicsWindowWin32.cpp:
PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB =
./src/osgViewer/GraphicsWindowWin32.cpp: (
PFNWGLCREATECONTEXTATTRIBSARBPROC ) wglGetProcAddress(
"wglCreateContextAttribsARB" );
./src/osgViewer/GraphicsWindowWin32.cpp: if(
wglCreateContextAttribsARB==0 )
./src/osgViewer/GraphicsWindowWin32.cpp: reportErrorForScreen(
"GL3: wglCreateContextAttribsARB not available.",
./src/osgViewer/GraphicsWindowWin32.cpp: context =
wglCreateContextAttribsARB( _hdc, 0, attribs );
./src/osgViewer/GraphicsWindowWin32.cpp:
reportErrorForScreen( "GL3: wglCreateContextAttribsARB returned NULL.",
So only X11 and Win32. What platform are you using?
Robert.
On Thu, 11 Apr 2019 at 00:32, Rowley, Marlin R
<[email protected]<mailto:[email protected]>> wrote:
We are trying to run the graphics debugger called ‘RenderDoc’. It’s spitting
out an error message after we create a window and it’s device context. I’ve
been looking through the osg code to find a function called
CreateContextAttribs(). I can’t seem to locate it. My idea is to override
where it’s used or refactor something into the code where we can call the
function ourselves.
In the meantime, I’m setting the traits->glContextVersion = “3.3” in our
graphics application but RenderDoc is still shouting “Context not created via
CreateContextAttribs. Capturing disabled.”
-M
----------------------------------------
Marlin Rowley
Software Engineer, Staff
[cid:[email protected]]
Missiles and Fire Control
972-603-1931 (office)
214-926-0622 (mobile)
[email protected]<mailto:[email protected]>
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