Re: [osg-users] GL error line 2255: invalid operation

2015-03-05 Thread Sebastian Messerschmidt
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

Re: [osg-users] GL error line 2255: invalid operation

2015-03-05 Thread Trajce Nikolov NICK
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

Re: [osg-users] GL error line 2255: invalid operation

2015-03-05 Thread Trajce Nikolov NICK
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

Re: [osg-users] GL error line 2255: invalid operation

2015-03-05 Thread Björn Blissing
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

[osg-users] GL error line 2255: invalid operation

2015-03-05 Thread Trajce Nikolov NICK
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 -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists

[osg-users] OpenSceneGraph-3.3.6 dev release tagged

2015-03-05 Thread Robert Osfield
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

[osg-users] OpenSceneGraph-3.2.2-rc2 tagged

2015-03-05 Thread Robert Osfield
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

Re: [osg-users] RenderStage getPositionalStateContainer matrices

2015-03-05 Thread Trajce Nikolov NICK
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

Re: [osg-users] RenderStage getPositionalStateContainer matrices

2015-03-05 Thread Robert Osfield
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

[osg-users] RenderStage getPositionalStateContainer matrices

2015-03-05 Thread Trajce Nikolov NICK
Hi Community are these matrices local or world? Anyone with a clue? Thanks as always Nick -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] #pragma(tic) shader composition support now checked into svn/trunk

2015-03-05 Thread Robert Osfield
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

Re: [osg-users] Pragmatic shader composition fails on windows

2015-03-05 Thread Robert Osfield
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()-