[osg-users] EXTERNAL: Re: EXTERNAL: Re: Where is CreateContextAttribs() being used?

Sebastian Messerschmidt sebastian.messerschmidt at gmx.de
Thu Apr 11 07:48:50 PDT 2019


Merlin,

 

As Chris already mentioned the complete application needs to run on core-profile. That means there is no fixed function pipeline and no backward-compatibility features.

In order to get your application running in core-profile you need to write shaders for everything and IIRC compile OSG with GL3 enabled. I haven’t used OSG in a while now, but I think there is mechanism to decorate the scene graph with shaders automatically. 

 

I started to refactor my project some years ago to fully support core-only scenarios, but I gave up due to a lot features no longer working out-of-the-box.

Can you maybe try to explain what you’re trying to debug? There might be some more options for you. 

 

 

Cheers

Sebastian 

 

From: osg-users <osg-users-bounces at lists.openscenegraph.org> On Behalf Of Rowley, Marlin R
Sent: Donnerstag, 11. April 2019 16:24
To: OpenSceneGraph Users <osg-users at lists.openscenegraph.org>
Subject: Re: [osg-users] EXTERNAL: Re: EXTERNAL: Re: Where is CreateContextAttribs() being used?

 

Sebastian,

 

What does “core OpenGL profile” mean with regards to the graphics context?  I’m still not getting it to work.  

 

Here is my code structure:

 

…

osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;

            traits->x = aXPosition;

            traits->y = aYPosition;

            traits->width  = aWidth;

            traits->height = aHeight;

            traits->stencil = 8;

            traits->doubleBuffer     = true;

            traits->windowDecoration = false;

#if defined(WIN32)

            traits->inheritedWindowData = new osgViewer::GraphicsWindowWin32::WindowData( aWindow );

#elif defined(__linux__)

           traits->inheritedWindowData = new osgViewer::GraphicsWindowX11::WindowData( aWindow );

#endif

            // gl graphics context version and profile mask

            traits->glContextVersion = "3.3";

            traits->glContextProfileMask = 0x1;

 

// create the graphics window from the context

            osgViewer::GraphicsWindow* gw = dynamic_cast<osgViewer::GraphicsWindow*>(osg::GraphicsContext::createGraphicsContext(traits.get()));

 

…

 

// set the main camera to use the window

mainCamera->setGraphicsContext( gw );

 

…

 

I assume here that setting the traits variable with the major/minor version of OpenGL and setting the profile mask to 1 (‘core’??) would be all I need.  But that’s obviously not the case.

 

-M

 

----------------------------------------

Marlin Rowley

Software Engineer, Staff



Missiles and Fire Control

972-603-1931 (office)

214-926-0622 (mobile)

 <mailto:marlin.r.rowley at lmco.com> marlin.r.rowley at lmco.com

 

From: osg-users <osg-users-bounces at lists.openscenegraph.org <mailto:osg-users-bounces at lists.openscenegraph.org> > On Behalf Of sebastian.messerschmidt at gmx.de <mailto:sebastian.messerschmidt at gmx.de> 
Sent: Thursday, April 11, 2019 9:01 AM
To: 'OpenSceneGraph Users' <osg-users at lists.openscenegraph.org <mailto:osg-users at lists.openscenegraph.org> >
Subject: EXTERNAL: Re: [osg-users] EXTERNAL: Re: Where is CreateContextAttribs() being used?

 

Hi Marlin,

 

In order for RenderDoc (and most tools I’m aware of) you’re application needs to run on core OpenGL profile.

You might want to look here for some debugging options: https://www.khronos.org/opengl/wiki/Debugging_Tools

I personally used Nvidia Nsight for quite a while, as it at least helps with framebuffer debugging etc.

 

Cheers

Sebastian 

 

 

From: osg-users <osg-users-bounces at lists.openscenegraph.org <mailto:osg-users-bounces at lists.openscenegraph.org> > On Behalf Of Rowley, Marlin R
Sent: Donnerstag, 11. April 2019 14:52
To: OpenSceneGraph Users <osg-users at lists.openscenegraph.org <mailto:osg-users at lists.openscenegraph.org> >
Subject: Re: [osg-users] EXTERNAL: Re: Where is CreateContextAttribs() being used?

 

We are using Win10-x64.

 

We are trying to get RenderDoc to be able to see our application so we can do some graphics debugging.  It’s shouting back that the current device context wasn’t created using CreateContextAttrib, so I started looking. So since we are using Win64, doesn’t look like osg will go the WindowWin32 route. Hmm…

 

How are you debugging the GPU?  It’s incredibly difficult trying to solve realtime pipeline problems without the use of a graphics debugger.

 

----------------------------------------

Marlin Rowley

Software Engineer, Staff



Missiles and Fire Control

972-603-1931 (office)

214-926-0622 (mobile)

 <mailto:marlin.r.rowley at lmco.com> marlin.r.rowley at lmco.com

 

From: osg-users <osg-users-bounces at lists.openscenegraph.org <mailto:osg-users-bounces at lists.openscenegraph.org> > On Behalf Of Robert Osfield
Sent: Thursday, April 11, 2019 7:16 AM
To: OpenSceneGraph Users <osg-users at lists.openscenegraph.org <mailto:osg-users at lists.openscenegraph.org> >
Subject: EXTERNAL: Re: [osg-users] Where is CreateContextAttribs() being used?

 

Hi Marlin,

 

A great for CreateContextttribs in the OSG shows:

 

$ grep -r CreateContextAttribs .
Binary file ./lib/libosgViewer.so.3.6.4 matches
Binary file ./src/osgViewer/CMakeFiles/osgViewer.dir/GraphicsWindowX11.cpp.o matches
./src/osgViewer/GraphicsWindowX11.cpp:        typedef GLXContext (*glXCreateContextAttribsARBProc)(Display*, GLXFBConfig, GLXContext, Bool, const int*);
./src/osgViewer/GraphicsWindowX11.cpp:        glXCreateContextAttribsARBProc glXCreateContextAttribsARB = 0;
./src/osgViewer/GraphicsWindowX11.cpp:            glXCreateContextAttribsARB = (glXCreateContextAttribsARBProc) glXGetProcAddress((const GLubyte*)"glXCreateContextAttribsARB");
./src/osgViewer/GraphicsWindowX11.cpp:        if (glXCreateContextAttribsARB)
./src/osgViewer/GraphicsWindowX11.cpp:            _context = glXCreateContextAttribsARB( _display, _fbConfig, sharedContext, True, contextAttributes.data() );
./src/osgViewer/GraphicsWindowWin32.cpp:extern HGLRC WINAPI wglCreateContextAttribsARB (HDC, HGLRC, const int *);
./src/osgViewer/GraphicsWindowWin32.cpp:            PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB =
./src/osgViewer/GraphicsWindowWin32.cpp:                ( PFNWGLCREATECONTEXTATTRIBSARBPROC ) wglGetProcAddress( "wglCreateContextAttribsARB" );
./src/osgViewer/GraphicsWindowWin32.cpp:            if( wglCreateContextAttribsARB==0 )
./src/osgViewer/GraphicsWindowWin32.cpp:                reportErrorForScreen( "GL3: wglCreateContextAttribsARB not available.",
./src/osgViewer/GraphicsWindowWin32.cpp:                context = wglCreateContextAttribsARB( _hdc, 0, attribs );
./src/osgViewer/GraphicsWindowWin32.cpp:                    reportErrorForScreen( "GL3: wglCreateContextAttribsARB returned NULL.",

 

So only X11 and Win32.  What platform are you using?

 

Robert.

 

 

 

On Thu, 11 Apr 2019 at 00:32, Rowley, Marlin R <marlin.r.rowley at lmco.com <mailto:marlin.r.rowley at lmco.com> > wrote:

We are trying to run the graphics debugger called ‘RenderDoc’.  It’s spitting out an error message after we create a window and it’s device context.  I’ve been looking through the osg code to find a function called CreateContextAttribs().  I can’t seem to locate it. My idea is to override where it’s used or refactor something into the code where we can call the function ourselves.

 

In the meantime, I’m setting the traits->glContextVersion = “3.3” in our graphics application but RenderDoc is still shouting “Context not created via CreateContextAttribs.  Capturing disabled.”

 

-M

 

----------------------------------------

Marlin Rowley

Software Engineer, Staff



Missiles and Fire Control

972-603-1931 (office)

214-926-0622 (mobile)

 <mailto:marlin.r.rowley at lmco.com> marlin.r.rowley at lmco.com

 

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