Cool.  If they can establish that it's something we're doing wrong, I am
of course keen to fix it.  It would just take a lot of me futzing with
the app to discover what that might be, and they're in a better position
to do that.  Keep me posted.


On 2/19/12 8:41 PM, Paul McIntosh wrote:
> Thanks - that is very helpful - I'll pass the info on to Avizo who do know
> what the app is trying to do ;) 
> 
> Paul
> 
> -----Original Message-----
> From: DRC [mailto:dcomman...@users.sourceforge.net] 
> Sent: Monday, 20 February 2012 1:10 PM
> To: virtualgl-users@lists.sourceforge.net
> Subject: Re: [VirtualGL-Users] Shader support through VirtualGL
> 
> On 2/19/12 4:59 PM, Paul McIntosh wrote:
>> I was just wondering how well shaders should work through VirtualGL? 
>> We are having an issue with Avizo which uses a shader for 3D 
>> measurement. When we hit the measurement button it crashes with the
> following message.
>>
>> Signal caught.
>> /usr/local/avizo/7.0.0/lib/arch-LinuxAMD64-Optimize/libmclib.so(_ZN11M
>> cExcep
>> tion13initBacktraceEv+0x27) [0x2ae79c0761b9]
>> /usr/local/avizo/7.0.0/lib/arch-LinuxAMD64-Optimize/libmclib.so(_ZN11M
>> cExcep
>> tionC1Ev+0x167) [0x2ae79c077dcd]
>> /usr/local/avizo/7.0.0/lib/arch-LinuxAMD64-Optimize/libAvizoCommon.so(
>> _ZN11H
>> xAvizoCore13signalHandlerEi+0x30) [0x2ae7a4fa474a]
>> /lib64/libc.so.6 [0x34ddc302d0]
>> /usr/lib64/libnvidia-glcore.so.270.41.34 [0x34eb0bd9f0]
>> /usr/lib64/libGL.so.1 [0x34e18736af]
>> QGLShader: could not create shader
>> Warning: "" failed to compile!
>> /usr/local/avizo/7.0.0/bin/AvizoEarth: line 3: 27917 Segmentation 
>> fault `dirname $0`/start -AvizoEarth $*
> 
> They should work fine, so I'm not sure what could be happening there.
> The whole idea behind VirtualGL is that it intercepts mainly just the
> functions that touch the X display, such as glXCreateContext(), etc.
> Once the context has been effectively re-routed into a Pbuffer on the 3D X
> server, then everything else that takes place at the OpenGL level should
> seamlessly pass through to that.  The key word there, however, is "should".
> 
> I am able to run simple GLSL examples, such as the ones in mesa-demos, in
> VirtualGL with no issues.
> 
> Sorry that that isn't more helpful.  It's just impossible to say more
> without knowing what the app is trying to do.
> 
> 
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