[Flightgear-devel] No shader compilation error messages
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 -- Try New Relic Now We'll Send You this Cool Shirt New Relic is the only SaaS-based application performance monitoring service that delivers powerful full stack analytics. Optimize and monitor your browser, app, servers with just a few lines of code. Try New Relic and get this awesome Nerd Life shirt! http://p.sf.net/sfu/newrelic_d2d_apr ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] No shader compilation error messages
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 -- Try New Relic Now We'll Send You this Cool Shirt New Relic is the only SaaS-based application performance monitoring service that delivers powerful full stack analytics. Optimize and monitor your browser, app, servers with just a few lines of code. Try New Relic and get this awesome Nerd Life shirt! http://p.sf.net/sfu/newrelic_d2d_apr___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] No shader compilation error messages
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 -- Try New Relic Now We'll Send You this Cool Shirt New Relic is the only SaaS-based application performance monitoring service that delivers powerful full stack analytics. Optimize and monitor your browser, app, servers with just a few lines of code. Try New Relic and get this awesome Nerd Life shirt! http://p.sf.net/sfu/newrelic_d2d_apr ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] No shader compilation error messages
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-- Try New Relic Now We'll Send You this Cool Shirt New Relic is the only SaaS-based application performance monitoring service that delivers powerful full stack analytics. Optimize and monitor your browser, app, servers with just a few lines of code. Try New Relic and get this awesome Nerd Life shirt! http://p.sf.net/sfu/newrelic_d2d_apr___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel