Title: [osg-users] Working towards OpenSceneGraph-1.1 release

Hello Wojtek,

 

One easy way to reproduce the failure would be to use a remote desktop connection to your Win32 development machine. When using Remote Desktop it will seem to windows as if a different graphics card is used. When tracing the call I see a test for the DepthSize (VisualChooser.cpp Line 678) failing … maybe it would be enough for me to reset the attribute from 32 to 24 bit …

 

And yes it occurs with the osgDemos … osgTeapot will result in an endless loop of OpenGL errors, osgPick is an example of an application crashing (access violation) with:

 

“Error: In Texture::Extensions::setupGLExtensions(..) OpenGL version test failed, requires valid graphics context.”

 

The same error occurs when testing the application in a virtual WIN32 machine (VMware) … while it works fine with virtual machines with linux systems.

 

Thanks

Frank

 

From: Wojciech Lewandowski [mailto:[EMAIL PROTECTED]
Sent: Tuesday, June 27, 2006 6:59 AM
To: osg users
Subject: Re: [osg-users] Working towards OpenSceneGraph-1.1 release

 

Frank & Robert,

 

I may be somehow responsible for the above issues. I once asked Don to provide support for render surface to use window with gl context already created. Don implemented this feature in Linux and made empty placeholder for Windows version. I wrote neccessary portion of code and Don put this into repository.

 

I was quite a long ago and I don't remember details but may try to help you if you provide some aditional details. Do you see this problem when using osg Demos ? If not how you create render surface ? Do you work with non standard windows toolkit ? Can you trace the code and see which WGL extensions are missing ?

 

Wojtek Lewandowski

 

P.S. I don't feel responsible for use of MessageBoxes though ;-) They were there already...

 

----- Original Message -----

Sent: Monday, June 26, 2006 8:07 PM

Subject: RE: [osg-users] Working towards OpenSceneGraph-1.1 release

 

The current CVS version works fine for me with one noticeable change since the 1.0 release:

 

-          The Producer will no longer work with older graphics cards not supporting certain WGL extensions on WIN32. Osg::notify prints:

“Producer::VisualChooser: unable to setup a valid visual with WGL extensions, switching to compatibility mode.”

even more annoying is a MessageBox popping up:

“Producer: Internal Error: Can’t assign Visual (PIXELFORMAT) to surface. The parameter is incorrect.”

after clicking the message box away one of several things happens:

Either I get an error message:

“Error: OpenGL version test failed, requires valid graphics context.” And the program dies because of access violations …

or


The program continues but each draw attempt will just print that realize has to be called first.

 

Obviously the “switching to compatibility mode” does not work out well. Also the whole  notion that a dependency library will open MessageBoxes is not something I relish, I prefer exceptions.

 

Under Linux (FC5, ubuntu 6.06) the problem does not exist … also OSG 1.0 and 0.9.9 on Win32 … works just fine, confirming that the problem seems to confined to “RenderSurface_Win32.cpp”.

Cheers

Frank

 

From: Robert Osfield [mailto:[EMAIL PROTECTED]
Sent: Monday, June 26, 2006 7:21 AM
To: osg users
Subject: [osg-users] Working towards OpenSceneGraph-1.1 release

 

Hi All,

I would like to start working towards getting the OpenSceneGraph-1.1
release out in July, and would very much appreciate assistance from
the community in this effort.

1) The first phase has to be testing out the CVS version of
OpenThreads/Produer and OpenSceneGraph on as many platforms as
possible, fixing build issues on each of these platforms.  Testing
against your own applications will also be invaluable.

2) The second phase will be the a series of release candidates.  This
phase will only commense once we have general consensus that the CVS
versions are all compiling and working ok.

3) The thrid phase will be the actual release.  This will be once we
have a release candidate that looks solid w.r.t source code and the
distribution tarballs themselves.  The third phase is mainly down to
me updating the website in all the appropriate places, but its also
about then telling all the various relevant news websites about the
new release - something the community can certainly help significantly
with.

I'd like everything to be complete in time for Siggraph, but the
earlier the better as those heading to Siggraph will no doubt be busy,
and well I'm gunna be pretty busy preparing for me house move.

Phase 1 can start right now.  I'll try and turn around build fixes
ASAP to get things back and tested.  I am still checking in a few
submissions, more on this on follow up emails in this thread.

Thanks in advance for your help,
Robert.
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