We have the same configuration at all... Gazebo 0.7.0 on Ubuntu edgy 7.04 and Envy for configuring video card...
I will try to use the SVN version as Nate suggested... also if I really don't know how to create a stereohead there!! Thank you for your help! Domenico Stéphane LAFORET ha scritto: > Gasp! > I have almost the same configuration that your's! > Did you compile gazebo after installed your video > drivers? > For install my drivers, I used "Envy"... but our > glxinfo is almost the same... I use Gazebo 0.7.0 on > Ubuntu edgy 7.04... and you? > I have no more idea... sorry! > > bye > > --- Domenico Leonello <[EMAIL PROTECTED]> a > écrit : > > >> Stéphane LAFORET ha scritto: >> >>> Hi! >>> Have you the same problem when you change the >>> >> "render >> >>> method" of your stereohead? And what is happened >>> >> if >> >>> you use the observer cam? >>> >>> >> Hi, >> I tried any kind of render method (SGIX, GLXP, GLX, >> AUTO) with same >> results: ObserverCam load the models but doesn't >> render the skins and >> stereohead shows only little cubes. >> I also have the gl error message, as you have. >> >> >>> I use a 3ds skin for my robot and the render >>> >> method is >> >>> "AUTO", the skin is correctly rendered (but with a >>> >> gl >> >>> error message) >>> >>> When you try AUTO, check if the render method use >>> Opengl... else, check your drivers what is your >>> >> video >> >>> card? >>> >>> Bye >>> >>> --- Domenico Leonello <[EMAIL PROTECTED]> a >>> écrit : >>> >>> >>> >> My card is a NVidia GeForce 7600/PCI/SSE2 and this >> is the result for >> glxinfo: >> >> name of display: :0.0 >> display: :0 screen: 0 >> direct rendering: Yes >> server glx vendor string: NVIDIA Corporation >> server glx version string: 1.4 >> server glx extensions: >> GLX_EXT_visual_info, GLX_EXT_visual_rating, >> GLX_SGIX_fbconfig, >> GLX_SGIX_pbuffer, GLX_SGI_video_sync, >> GLX_SGI_swap_control, >> GLX_EXT_texture_from_pixmap, >> GLX_ARB_multisample, GLX_NV_float_buffer, >> GLX_ARB_fbconfig_float >> client glx vendor string: NVIDIA Corporation >> client glx version string: 1.4 >> client glx extensions: >> GLX_ARB_get_proc_address, GLX_ARB_multisample, >> GLX_EXT_visual_info, >> GLX_EXT_visual_rating, GLX_EXT_import_context, >> GLX_SGI_video_sync, >> GLX_NV_swap_group, GLX_NV_video_out, >> GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, >> GLX_SGI_swap_control, GLX_NV_float_buffer, >> GLX_ARB_fbconfig_float, >> GLX_EXT_fbconfig_packed_float, >> GLX_EXT_texture_from_pixmap, >> GLX_EXT_framebuffer_sRGB >> GLX version: 1.3 >> GLX extensions: >> GLX_EXT_visual_info, GLX_EXT_visual_rating, >> GLX_SGIX_fbconfig, >> GLX_SGIX_pbuffer, GLX_SGI_video_sync, >> GLX_SGI_swap_control, >> GLX_EXT_texture_from_pixmap, >> GLX_ARB_multisample, GLX_NV_float_buffer, >> GLX_ARB_fbconfig_float, GLX_ARB_get_proc_address >> OpenGL vendor string: NVIDIA Corporation >> OpenGL renderer string: GeForce Go 7600/PCI/SSE2 >> OpenGL version string: 2.1.1 NVIDIA 100.14.23 >> OpenGL extensions: >> GL_ARB_color_buffer_float, GL_ARB_depth_texture, >> GL_ARB_draw_buffers, >> GL_ARB_fragment_program, >> GL_ARB_fragment_program_shadow, >> GL_ARB_fragment_shader, GL_ARB_half_float_pixel, >> GL_ARB_imaging, >> GL_ARB_multisample, GL_ARB_multitexture, >> GL_ARB_occlusion_query, >> GL_ARB_pixel_buffer_object, >> GL_ARB_point_parameters, GL_ARB_point_sprite, >> GL_ARB_shadow, GL_ARB_shader_objects, >> GL_ARB_shading_language_100, >> 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_dot3, GL_ARB_texture_float, >> GL_ARB_texture_mirrored_repeat, >> GL_ARB_texture_non_power_of_two, >> GL_ARB_texture_rectangle, >> GL_ARB_transpose_matrix, >> GL_ARB_vertex_buffer_object, >> GL_ARB_vertex_program, GL_ARB_vertex_shader, >> GL_ARB_window_pos, GL_ATI_draw_buffers, >> GL_ATI_texture_float, >> GL_ATI_texture_mirror_once, GL_S3_s3tc, >> GL_EXT_texture_env_add, >> GL_EXT_abgr, GL_EXT_bgra, GL_EXT_blend_color, >> GL_EXT_blend_equation_separate, >> GL_EXT_blend_func_separate, >> GL_EXT_blend_minmax, GL_EXT_blend_subtract, >> GL_EXT_compiled_vertex_array, >> GL_EXT_Cg_shader, GL_EXT_depth_bounds_test, >> GL_EXT_draw_range_elements, >> GL_EXT_fog_coord, GL_EXT_framebuffer_blit, >> GL_EXT_framebuffer_multisample, >> GL_EXT_framebuffer_object, >> GL_EXT_gpu_program_parameters, >> GL_EXT_multi_draw_arrays, >> GL_EXT_packed_depth_stencil, >> GL_EXT_packed_pixels, >> GL_EXT_pixel_buffer_object, GL_EXT_point_parameters, >> GL_EXT_rescale_normal, GL_EXT_secondary_color, >> GL_EXT_separate_specular_color, >> GL_EXT_shadow_funcs, >> GL_EXT_stencil_two_side, GL_EXT_stencil_wrap, >> 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, GL_EXT_texture_lod_bias, >> GL_EXT_texture_mirror_clamp, >> GL_EXT_texture_object, GL_EXT_texture_sRGB, >> GL_EXT_timer_query, >> GL_EXT_vertex_array, GL_IBM_rasterpos_clip, >> GL_IBM_texture_mirrored_repeat, >> GL_KTX_buffer_region, GL_NV_blend_square, >> GL_NV_copy_depth_to_color, GL_NV_depth_clamp, >> GL_NV_fence, >> GL_NV_float_buffer, GL_NV_fog_distance, >> GL_NV_fragment_program, >> GL_NV_fragment_program_option, >> GL_NV_fragment_program2, >> GL_NV_framebuffer_multisample_coverage, >> GL_NV_half_float, >> GL_NV_light_max_exponent, >> GL_NV_multisample_filter_hint, >> GL_NV_occlusion_query, >> GL_NV_packed_depth_stencil, GL_NV_pixel_data_range, >> GL_NV_point_sprite, GL_NV_primitive_restart, >> GL_NV_register_combiners, >> GL_NV_register_combiners2, >> GL_NV_texgen_reflection, >> GL_NV_texture_compression_vtc, >> GL_NV_texture_env_combine4, >> GL_NV_texture_expand_normal, >> GL_NV_texture_rectangle, >> GL_NV_texture_shader, GL_NV_texture_shader2, >> GL_NV_texture_shader3, >> GL_NV_vertex_array_range, >> GL_NV_vertex_array_range2, GL_NV_vertex_program, >> GL_NV_vertex_program1_1, GL_NV_vertex_program2, >> GL_NV_vertex_program2_option, >> GL_NV_vertex_program3, >> GL_NVX_conditional_render, >> GL_SGIS_generate_mipmap, GL_SGIS_texture_lod, >> GL_SGIX_depth_texture, GL_SGIX_shadow, >> GL_SUN_slice_accum >> >> >> Any ideas? >> >> Thank you >> >> Domenico >> >> >> >>>> Hi, >>>> >>>> I have a problem with gazebo: >>>> >>>> when I load a world with some .3ds models, my >>>> ObserverCam only show the >>>> raw model and not the skins. >>>> But the biggest problem is that my stereocam only >>>> show some little >>>> "cubes" at the place of any model! >>>> >>>> It happens also with the carchassis model! >>>> >>>> Any idea of what can be the problem? >>>> >>>> Domenico >>>> >>>> PS: I have the same problem of "gl error : >>>> >> invalid >> >>>> value" already >>>> posted by Stephan some weeks ago! >>>> >>>> This is my world file >>>> > === message truncated === > > > > > _____________________________________________________________________________ > Ne gardez plus qu'une seule adresse mail ! 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