[Flightgear-devel] No shader compilation error messages

2013-04-29 Thread Renk Thorsten

With the recent FG, both Linux self-compiled and Jenkins for Windows, I no 
longer get compilation errors from the shaders thrown  to the console - badly 
formed shaders just don't work without complaining.  This makes developing a 
bit awkward now and will make it close to  impossible to trace problems of 
other users in the pre-release testing phase. I assume this must be FG related, 
as I didn't change my OSG version under Linux or the graphics card drivers on 
either Windows or Linux?

Does anyone have an idea what may have caused this, and if so would it be easy 
to put the error messages back in?

* Thorsten
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Re: [Flightgear-devel] No shader compilation error messages

2013-04-29 Thread James Turner

On 29 Apr 2013, at 07:54, Renk Thorsten thorsten.i.r...@jyu.fi wrote:

 Does anyone have an idea what may have caused this, and if so would it be 
 easy to put the error messages back in?

When did it break?

I did some work right after 2.10 to support custom logging, and one thing I 
started doing, but did not finish, was routing all OSG and related Simgear-log 
output to its own place (in addition to the normal ones) so that it could be 
show in a 'render failures' log. (And hence hopefully *easier* to spot 
OpenGL/shader related problems).

As far as I recall, that work is incomplete (I didn't have time to build the 
actual dialog/extend the rendering dialog) but it should also be disabled. 
Maybe I committed it enabled by accident? Have a look in fg_os_osgviewer.cxx 
where OSG is initialised.

If this is the cause, it's been that way since January, and I assume you would 
have compiled from source since then.

Regards,
James

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Re: [Flightgear-devel] No shader compilation error messages

2013-04-29 Thread Renk Thorsten

 If this is the cause, it's been that way since January, and I assume you  
 would have compiled from source since then.

I still have the funny GPU problem under Linux that the GPU refuses to go to 
high performance, so I don't actually develop shader code under Linux but use 
it just to interface with GIT and do quick tests. I update the Windows much 
more rarely, since it's a royal pain to do, so it is well possible that I 
didn't spot it since January despite compiling under Linux a few times.


Is this what I'm looking for? Not sure which is which.

void fgOSOpenWindow(bool stencil)
{
osg::setNotifyHandler(new NotifyLogger);
//osg::setNotifyLevel(osg::DEBUG_INFO);

(...)


 * Thorsten

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Re: [Flightgear-devel] No shader compilation error messages

2013-04-29 Thread James Turner

On 29 Apr 2013, at 10:09, Renk Thorsten thorsten.i.r...@jyu.fi wrote:

 I still have the funny GPU problem under Linux that the GPU refuses to go to 
 high performance, so I don't actually develop shader code under Linux but use 
 it just to interface with GIT and do quick tests. I update the Windows much 
 more rarely, since it's a royal pain to do, so it is well possible that I 
 didn't spot it since January despite compiling under Linux a few times.

Well for Windows you could/should be using the nightly builds, but anyway :)

 Is this what I'm looking for? Not sure which is which.
 
 void fgOSOpenWindow(bool stencil)
 {
osg::setNotifyHandler(new NotifyLogger);
//osg::setNotifyLevel(osg::DEBUG_INFO);

Right, comment out 'setNotifyHandler' and it will probably work as before. I'm 
away from proper net access this week, will tidy things up at the weekend.

Regards,
James--
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