[osg-users] Crasch in extension->createShader when using remote desktop (Windows)
Anders Backman
andersb at cs.umu.se
Wed Dec 18 05:48:35 PST 2019
Interesting. Im connecting to a Win10 from a Win10 machine. GLView tell me
that OpenGL1.1 is available, which is the reason behind my problems.
But I wonder how you manage to get it to work...
I have Nvidia cards on both ends (not the same card though).
[image: image.png]
On Tue, Dec 17, 2019 at 4:49 PM Andrew Cunningham <
osg-users at a-cunningham.com> wrote:
> Hi,
> I connect using Microsoft RDP from Windows 10 to Windows 10 and from Mac
> OS X 10.15 to Windows 10 and I can verify that my shaders work fine using
> OSG 3.6.4 when running my application over RDP.
> The Windows 10 machine I am connecting to is using an nVidia graphics card
> and as far as OSG is concerned it sees OpenGL as if I was running "locally"
>
> However, if you are connecting to a Windows 7 machine ( even if it has the
> same nVidia card), however, it all falls apart. Using RDP OSG only sees the
> default MS Windows OpenGL, v1.1... thus shaders won't work and OSG 3.6.4 is
> non-functional.
>
> Andrew
>
> On Tue, Dec 17, 2019 at 6:30 AM Anders Backman <andersb at cs.umu.se> wrote:
>
>> Hi all.
>> Using OSG 3.6.4, Windows 10.
>>
>> Not sure what the current state of the world regarding Remote Desktop and
>> OpenGL is.
>> Perhaps someone can share some light onto this.
>>
>> If I run an application that use shaders over remote desktop from one
>> windows machine to another I get:
>>
>> c:\build\VS2017\x64\osg\bin>osgsimpleshaders.exe
>> Windows Error #127: [Screen #0] ChooseMatchingPixelFormat() -
>> wglChoosePixelFormatARB extension not found, trying GDI. Reason: The
>> specified procedure could not be found.
>>
>> Rendering in software: pixelFormatIndex 3
>> Warning: detected OpenGL error 'invalid enumerant' at Before
>> Renderer::compile
>>
>> > crash.
>>
>> This does not happen when using fixed functionality only, for example
>> running osgviewer with some standard obj-model works just fine.
>> However, as soon as a shader is requested, OSG crashes:
>>
>> _glShaderHandle = _extensions->glCreateShader( shader->getType() );
>>
>> Exception thrown at 0x0000000000000000 in agxViewer.exe: 0xC0000005:
>> Access violation executing location 0x0000000000000000.
>>
>>
>> 0000000000000000() Unknown
>> > osg160-osg.dll!osg::Shader::PerContextShader::PerContextShader(const
>> osg::Shader * shader, unsigned int contextID) Line 533 C++
>> osg160-osg.dll!osg::Shader::ShaderObjects::createPerContextShader(const
>> std::basic_string<char,std::char_traits<char>,std::allocator<char> > &
>> defineStr) Line 426 C++
>> osg160-osg.dll!osg::Shader::getPCS(osg::State & state) Line 470 C++
>>
>> Anyone with more info on this?
>> Is there any way around this?
>>
>> --
>> __________________________________________
>> Anders Backman, HPC2N
>> 90187 Umeå University, Sweden
>> anders at cs.umu.se http://www.hpc2n.umu.se
>> Cell: +46-70-392 64 67
>> _______________________________________________
>> osg-users mailing list
>> osg-users at lists.openscenegraph.org
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
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--
__________________________________________
Anders Backman, HPC2N
90187 Umeå University, Sweden
anders at cs.umu.se http://www.hpc2n.umu.se
Cell: +46-70-392 64 67
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