Re: [osg-users] OpenGL viewport error (with Oculus)

2018-10-22 Thread Riccardo Corsi
Hi Robert,

yes, it's single context, single thread, all GL calls are done by osg and
osgOculusViewer in the various camera draw callbacks.

On Fri, Oct 19, 2018 at 4:55 PM Robert Osfield 
wrote:

> Hi Riccardo,
>
> On Fri, 19 Oct 2018 at 15:38, Riccardo Corsi 
> wrote:
>
>> I've tracked the issue down to the fact that it is necessary to call
>> viewer.setReleaseContextAtEndOfFrameHint(false);
>> for the Oculus to work properly.
>>
>
> Is it running single context, single threading and then using GL calls in
> the main thread?
>
> Robert.
>
>
>
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Re: [osg-users] OpenGL viewport error (with Oculus)

2018-10-19 Thread Robert Osfield
Hi Riccardo,

On Fri, 19 Oct 2018 at 15:38, Riccardo Corsi 
wrote:

> I've tracked the issue down to the fact that it is necessary to call
> viewer.setReleaseContextAtEndOfFrameHint(false);
> for the Oculus to work properly.
>

Is it running single context, single threading and then using GL calls in
the main thread?

Robert.
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Re: [osg-users] OpenGL viewport error (with Oculus)

2018-10-19 Thread Riccardo Corsi
I've tracked the issue down to the fact that it is necessary to call
viewer.setReleaseContextAtEndOfFrameHint(false);
for the Oculus to work properly.

Thanks,
Riccardo



On Wed, Oct 17, 2018 at 2:33 PM Robert Osfield 
wrote:

> On Wed, 17 Oct 2018 at 12:17, Riccardo Corsi 
> wrote:
>
>> the error I've reported is what I get with the env var already ON.
>> Unfortunately it doesn't add any more details.
>>
>
> Try adding GL checks around any of the Oculus related code.
>
> Robert.
>
>
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Re: [osg-users] OpenGL viewport error (with Oculus)

2018-10-17 Thread Robert Osfield
On Wed, 17 Oct 2018 at 12:17, Riccardo Corsi 
wrote:

> the error I've reported is what I get with the env var already ON.
> Unfortunately it doesn't add any more details.
>

Try adding GL checks around any of the Oculus related code.

Robert.
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Re: [osg-users] OpenGL viewport error (with Oculus)

2018-10-17 Thread Riccardo Corsi
Hi Robert,

the error I've reported is what I get with the env var already ON.
Unfortunately it doesn't add any more details.
Riccardo

On Wed, Oct 17, 2018 at 12:56 PM Robert Osfield 
wrote:

> Hi Riccardo,
>
> The OSG doesn't do fine grained GL error checking by default so when it
> does check for a GL error this error may have occurred many GL operations
> before, so while the error may have been reported just after a viewport is
> set it could well be prior operations that are the cause.
>
> You can enable finer grained GL error checking by setting the
> OSG_GL_ERROR_CHECKING env var to ON i.e.
>
> set OSG_GL_ERROR_CHECKING=ON
>
> This will hopefully give you a more precise location of the error.
>
> Robert.
>
> On Wed, 17 Oct 2018 at 11:43, Riccardo Corsi 
> wrote:
>
>> Hi all,
>>
>> when using my application with the Oculus I get the following GL error at
>> every frame:
>> *Warning: detected OpenGL error 'invalid operation' after applying
>> attribute Viewport *
>>
>> This error is coming from the call RenderStage::drawImplementation()
>> 
>>  but
>> the _viewport is valid. I'm not so familiar with the backend to understand
>> where this error might come from.
>> Any hint to debug this?
>>
>> Note: I'm using the Oculus through osgOculusViewer
>> .
>> The sample Oculus viewer works fine without GL errors.
>> My app is setup the same way, I cannot spot any sensible difference.
>>
>> I'm using win10, osg 3.6.3
>>
>> Thanks,
>> Riccardo
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Re: [osg-users] OpenGL viewport error (with Oculus)

2018-10-17 Thread Robert Osfield
Hi Riccardo,

The OSG doesn't do fine grained GL error checking by default so when it
does check for a GL error this error may have occurred many GL operations
before, so while the error may have been reported just after a viewport is
set it could well be prior operations that are the cause.

You can enable finer grained GL error checking by setting the
OSG_GL_ERROR_CHECKING env var to ON i.e.

set OSG_GL_ERROR_CHECKING=ON

This will hopefully give you a more precise location of the error.

Robert.

On Wed, 17 Oct 2018 at 11:43, Riccardo Corsi 
wrote:

> Hi all,
>
> when using my application with the Oculus I get the following GL error at
> every frame:
> *Warning: detected OpenGL error 'invalid operation' after applying
> attribute Viewport *
>
> This error is coming from the call RenderStage::drawImplementation()
> 
>  but
> the _viewport is valid. I'm not so familiar with the backend to understand
> where this error might come from.
> Any hint to debug this?
>
> Note: I'm using the Oculus through osgOculusViewer
> .
> The sample Oculus viewer works fine without GL errors.
> My app is setup the same way, I cannot spot any sensible difference.
>
> I'm using win10, osg 3.6.3
>
> Thanks,
> Riccardo
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> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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[osg-users] OpenGL viewport error (with Oculus)

2018-10-17 Thread Riccardo Corsi
Hi all,

when using my application with the Oculus I get the following GL error at
every frame:
*Warning: detected OpenGL error 'invalid operation' after applying
attribute Viewport *

This error is coming from the call RenderStage::drawImplementation()

but
the _viewport is valid. I'm not so familiar with the backend to understand
where this error might come from.
Any hint to debug this?

Note: I'm using the Oculus through osgOculusViewer
.
The sample Oculus viewer works fine without GL errors.
My app is setup the same way, I cannot spot any sensible difference.

I'm using win10, osg 3.6.3

Thanks,
Riccardo
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