Hi Nick,
Try geDebugger [1] etc.. Under visual studio they even integrate into
the GUI, so you will be able to debug the offending line which causes
the error.
[1] http://developer.amd.com/tools-and-sdks/archive/amd-gdebugger/
Cheers
Sebastian
suddenly OSG_GL_ERROR_CHECKING=ON is not verbos
suddenly OSG_GL_ERROR_CHECKING=ON is not verbose at all for this error
still the same :-/
Nick
On Thu, Mar 5, 2015 at 11:16 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Thanks Bjorn. I will start debugging
>
> Nick
>
> On Thu, Mar 5, 2015 at 11:21 PM, Björn Blissin
Thanks Bjorn. I will start debugging
Nick
On Thu, Mar 5, 2015 at 11:21 PM, Björn Blissing
wrote:
> Hi Nick,
>
> I got a couple of this while doing the Oculus integration (mostly due to
> Oculus driver injection). But the procedure I usually use is this:
>
> 1. Enabled OpenGL debugging in O
Hi Nick,
I got a couple of this while doing the Oculus integration (mostly due to Oculus
driver injection). But the procedure I usually use is this:
1. Enabled OpenGL debugging in OpenSceneGraph by setting the environment
variable:
OSG_GL_ERROR_CHECKING=ON
This will give you more information
Hi All,
have some of you experienced this error. it is annoying and I have not clue
how to fix it. Any hint is appreciated
Thanks a lot as always !
Nick
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Hi All,
I have tagged the next dev release. 3.3.6. I have upped the rate of dev
releases as we are now very close to the making the OSG-3.4 branch and
embarking on the 3.4.0 release candidate series.
*O**pen**SceneGraph-3.3.6, **released on 5th March **2015*, key
deliverables in this dev release
Hi All,
I have merged a couple of minor fixes to the OSG-3.2 branch so have made
3.2.2 release candidate 2.
http://www.openscenegraph.org/index.php/download-section/stable-releases/176-openscenegraph-3-2-2-release-candidate-2
Could users please test OSG-3.2 branch or 3.2.2-rc2 and let me know wh
okay... :-) .Thanks Robert
Nick
On Thu, Mar 5, 2015 at 2:39 PM, Robert Osfield
wrote:
> Hi Nick,
>
> On 5 March 2015 at 13:33, Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com> wrote:
>
>>
>> are these matrices local or world?
>>
>
> Neither ;-)
>
> > Anyone with a clue?
>
> There are the
Hi Nick,
On 5 March 2015 at 13:33, Trajce Nikolov NICK wrote:
>
> are these matrices local or world?
>
Neither ;-)
> Anyone with a clue?
There are the modelview matrices that takes the associated positional state
(Light,TexGen) into eye coordinates. These modelview matrices are
generated dur
Hi Community
are these matrices local or world? Anyone with a clue?
Thanks as always
Nick
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Hi Robert (Miharcic for those trying to follow this thread),
I have reviewed your shader composition changes. My first reaction is
WOW. Second reaction much the same ;-)
I can't pretend that I actually understand all the changes but have started
to get inkling about parts. The range of changes
Hi Sebastian,
Thanks for the testing and fix, rather than always add in the '\n' I've
changed the code to do a check whether the '\n' is present, if not add it:
versionLine = source.substr(start_of_line,
end_of_line-start_of_line+1);
if (source[source.size()-
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