[osg-users] OpenGL viewport error (with Oculus)

Riccardo Corsi riccardo.corsi at kairos3d.it
Wed Oct 17 04:17:16 PDT 2018


Hi Robert,

the error I've reported is what I get with the env var already ON.
Unfortunately it doesn't add any more details.
Riccardo

On Wed, Oct 17, 2018 at 12:56 PM Robert Osfield <robert.osfield at gmail.com>
wrote:

> Hi Riccardo,
>
> The OSG doesn't do fine grained GL error checking by default so when it
> does check for a GL error this error may have occurred many GL operations
> before, so while the error may have been reported just after a viewport is
> set it could well be prior operations that are the cause.
>
> You can enable finer grained GL error checking by setting the
> OSG_GL_ERROR_CHECKING env var to ON i.e.
>
>     set OSG_GL_ERROR_CHECKING=ON
>
> This will hopefully give you a more precise location of the error.
>
> Robert.
>
> On Wed, 17 Oct 2018 at 11:43, Riccardo Corsi <riccardo.corsi at kairos3d.it>
> wrote:
>
>> Hi all,
>>
>> when using my application with the Oculus I get the following GL error at
>> every frame:
>> *Warning: detected OpenGL error 'invalid operation' after applying
>> attribute Viewport *
>>
>> This error is coming from the call RenderStage::drawImplementation()
>> <https://github.com/openscenegraph/OpenSceneGraph/blob/master/src/osgUtil/RenderStage.cpp#L1333> but
>> the _viewport is valid. I'm not so familiar with the backend to understand
>> where this error might come from.
>> Any hint to debug this?
>>
>> Note: I'm using the Oculus through osgOculusViewer
>> <https://github.com/bjornblissing/osgoculusviewer>.
>> The sample Oculus viewer works fine without GL errors.
>> My app is setup the same way, I cannot spot any sensible difference.
>>
>> I'm using win10, osg 3.6.3
>>
>> Thanks,
>> Riccardo
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>>
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