Hi,

if you say there is "no good" solution do you think it could be done on
a cirtain way?
As I need to be able to use Gazebo due to an university project I would
like to know if there are some hacks that I could do :). I did not find
this error-message in the sources - so do you have an idead where I
could start?

But also good and interesting that there will be a new gazebo version in
a few month.

thanks in advance
Tom

Nate Koenig schrieb:
> Hello,
> 
> I do not think there is a good solution to this problem yet.
> 
> A new version of gazebo is in the works with a new rendering engine
> that will solve this problem. It will be a few months before it's
> ready. I know this doesn't help you now, but it's the best I can do.
> 
> -nate
> 
> On 11/27/06, Tom Kazimiers <[EMAIL PROTECTED]> wrote:
>> Hello,
>>
>> after struggling a bit with the setup of P/S/G and my ATI Radeon 9500 Pro I 
>> thought I made it finally :).
>> When I try to startup the example.world of gazebo via "wxgazebo 
>> example.world" I get the following error:
>>
>> starting server
>> ** Gazebo 0.6.1 **
>> * Part of the Player/Stage Project [http://playerstage.sourceforge.net].
>> * Copyright 2000-2005 Brian Gerkey, Richard Vaughan, Andrew Howard,
>> * Nate Koenig and contributors.
>> * Released under the GNU General Public License.
>> using display [:0.0]
>> waiting for server
>> error   : camera initialization failed: no rendering context
>> Initialization failed
>> server died
>> stopping server
>>
>>
>> I read this already in two threads in this mailing list:
>> http://www.mail-archive.com/[email protected]/msg00219.html
>> http://www.mail-archive.com/[email protected]/msg00324.html
>>
>> So I tried everything suggested there but did not succeed and am hoping on 
>> your help :).
>> With GLX (instead of GLXP or SGIX) gazebo starts and works but is slow - 
>> thus I want to accelerate :D
>>
>> Here is maybe some interesting data:
>> ODE-Version 0.7
>>
>> glxinfo:
>> name of display: :0.0
>> display: :0  screen: 0
>> direct rendering: Yes
>> server glx vendor string: SGI
>> server glx version string: 1.2
>> server glx extensions:
>>     GLX_ARB_multisample, GLX_EXT_visual_info, GLX_EXT_visual_rating,
>>     GLX_EXT_import_context, GLX_EXT_texture_from_pixmap, GLX_OML_swap_method,
>>     GLX_SGI_make_current_read, GLX_SGIS_multisample, GLX_SGIX_hyperpipe,
>>     GLX_SGIX_swap_barrier, GLX_SGIX_fbconfig, GLX_MESA_copy_sub_buffer
>> client glx vendor string: ATI
>> client glx version string: 1.3
>> client glx extensions:
>>     GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_EXT_import_context,
>>     GLX_ARB_get_proc_address, GLX_SGI_video_sync, GLX_ARB_multisample,
>>     GLX_ATI_pixel_format_float, GLX_ATI_render_texture
>> GLX version: 1.2
>> GLX extensions:
>>     GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_EXT_import_context,
>>     GLX_ARB_multisample
>> OpenGL vendor string: ATI Technologies Inc.
>> OpenGL renderer string: RADEON 9500 Generic
>> OpenGL version string: 2.0.6174 (8.31.5)
>> OpenGL extensions:
>>     GL_ARB_multitexture, GL_EXT_texture_env_add, 
>> GL_EXT_compiled_vertex_array,
>>     GL_S3_s3tc, GL_ARB_depth_texture, GL_ARB_fragment_program,
>>     GL_ARB_fragment_program_shadow, GL_ARB_fragment_shader,
>>     GL_ARB_multisample, GL_ARB_occlusion_query, GL_ARB_point_parameters,
>>     GL_ARB_point_sprite, GL_ARB_shader_objects, GL_ARB_shading_language_100,
>>     GL_ARB_shadow, GL_ARB_shadow_ambient, GL_ARB_texture_border_clamp,
>>     GL_ARB_texture_compression, GL_ARB_texture_cube_map,
>>     GL_ARB_texture_env_add, GL_ARB_texture_env_combine,
>>     GL_ARB_texture_env_crossbar, GL_ARB_texture_env_dot3,
>>     GL_ARB_texture_float, GL_ARB_texture_mirrored_repeat,
>>     GL_ARB_texture_rectangle, GL_ARB_transpose_matrix, GL_ARB_vertex_blend,
>>     GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_vertex_shader,
>>     GL_ARB_window_pos, GL_ARB_draw_buffers, GL_ATI_draw_buffers,
>>     GL_ATI_element_array, GL_ATI_envmap_bumpmap, GL_ATI_fragment_shader,
>>     GL_ATI_map_object_buffer, GL_ATI_separate_stencil,
>>     GL_ATI_texture_env_combine3, GL_ATI_texture_float,
>>     GL_ATI_texture_mirror_once, GL_ATI_vertex_array_object,
>>     GL_ATI_vertex_attrib_array_object, GL_ATI_vertex_streams,
>>     GL_ATIX_texture_env_combine3, GL_ATIX_texture_env_route,
>>     GL_ATIX_vertex_shader_output_point_size, GL_EXT_abgr, GL_EXT_bgra,
>>     GL_EXT_blend_color, GL_EXT_blend_func_separate, GL_EXT_blend_minmax,
>>     GL_EXT_blend_subtract, GL_EXT_clip_volume_hint,
>>     GL_EXT_draw_range_elements, GL_EXT_fog_coord, GL_EXT_framebuffer_object,
>>     GL_EXT_multi_draw_arrays, GL_EXT_packed_pixels, GL_EXT_point_parameters,
>>     GL_EXT_rescale_normal, GL_EXT_secondary_color,
>>     GL_EXT_separate_specular_color, GL_EXT_shadow_funcs, GL_EXT_stencil_wrap,
>>     GL_EXT_texgen_reflection, GL_EXT_texture3D,
>>     GL_EXT_texture_compression_s3tc, GL_EXT_texture_cube_map,
>>     GL_EXT_texture_edge_clamp, GL_EXT_texture_env_combine,
>>     GL_EXT_texture_env_dot3, GL_EXT_texture_filter_anisotropic,
>>     GL_EXT_texture_lod_bias, GL_EXT_texture_mirror_clamp,
>>     GL_EXT_texture_object, GL_EXT_texture_rectangle, GL_EXT_vertex_array,
>>     GL_EXT_vertex_shader, GL_HP_occlusion_test, GL_NV_blend_square,
>>     GL_NV_occlusion_query, GL_NV_texgen_reflection, GL_SGI_color_matrix,
>>     GL_SGIS_generate_mipmap, GL_SGIS_texture_border_clamp,
>>     GL_SGIS_texture_edge_clamp, GL_SGIS_texture_lod, GL_SUN_multi_draw_arrays
>> glu version: 1.3
>> glu extensions:
>>     GLU_EXT_nurbs_tessellator, GLU_EXT_object_space_tess
>>
>>    visual  x  bf lv rg d st colorbuffer ax dp st accumbuffer  ms  cav
>>  id dep cl sp sz l  ci b ro  r  g  b  a bf th cl  r  g  b  a ns b eat
>> ----------------------------------------------------------------------
>> ...
>> ----------------------------------------------------------------------
>>
>>
>> I would be glad if you could help me,
>> thanks in advance
>> Tom
>> --
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