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OpenGL viewport error (with Oculus)


 
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Riccardo Corsi
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PostPosted: Wed Oct 17, 2018 10:44 am    Post subject:
OpenGL viewport error (with Oculus)
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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() 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
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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robertosfield
OSG Project Lead


Joined: 18 Mar 2009
Posts: 12145

PostPosted: Wed Oct 17, 2018 10:56 am    Post subject:
OpenGL viewport error (with Oculus)
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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 < (
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Quote:
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() 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
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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Riccardo Corsi
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PostPosted: Wed Oct 17, 2018 11:17 am    Post subject:
OpenGL viewport error (with Oculus)
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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 < (
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Quote:
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 < (
Only registered users can see emails on this board!
Get registred or enter the forums!
)> wrote:

Quote:
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() 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
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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robertosfield
OSG Project Lead


Joined: 18 Mar 2009
Posts: 12145

PostPosted: Wed Oct 17, 2018 12:33 pm    Post subject:
OpenGL viewport error (with Oculus)
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On Wed, 17 Oct 2018 at 12:17, Riccardo Corsi < (
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Quote:
the error I've reported is what I get with the env var already ON.Unfortunately it doesn't add any more details.



Try adding GL checks around any of the Oculus related code.


Robert.

 
 

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Riccardo Corsi
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PostPosted: Fri Oct 19, 2018 2:38 pm    Post subject:
OpenGL viewport error (with Oculus)
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I've tracked the issue down to the fact that it is necessary to call
viewer.setReleaseContextAtEndOfFrameHint(false);
for the Oculus to work properly.


Thanks,
Riccardo








On Wed, Oct 17, 2018 at 2:33 PM Robert Osfield < (
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Quote:
On Wed, 17 Oct 2018 at 12:17, Riccardo Corsi < (
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Quote:
the error I've reported is what I get with the env var already ON.Unfortunately it doesn't add any more details.



Try adding GL checks around any of the Oculus related code.


Robert.

 
 


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robertosfield
OSG Project Lead


Joined: 18 Mar 2009
Posts: 12145

PostPosted: Fri Oct 19, 2018 2:55 pm    Post subject:
OpenGL viewport error (with Oculus)
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Hi Riccardo,

On Fri, 19 Oct 2018 at 15:38, Riccardo Corsi < (
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Quote:
I've tracked the issue down to the fact that it is necessary to call
viewer.setReleaseContextAtEndOfFrameHint(false);
for the Oculus to work properly.




Is it running single context, single threading and then using GL calls in the main thread?


Robert.

 


 

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Riccardo Corsi
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PostPosted: Mon Oct 22, 2018 8:46 am    Post subject:
OpenGL viewport error (with Oculus)
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Hi Robert,


yes, it's single context, single thread, all GL calls are done by osg and osgOculusViewer in the various camera draw callbacks.


On Fri, Oct 19, 2018 at 4:55 PM Robert Osfield < (
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Quote:
Hi Riccardo,

On Fri, 19 Oct 2018 at 15:38, Riccardo Corsi < (
Only registered users can see emails on this board!
Get registred or enter the forums!
)> wrote:

Quote:
I've tracked the issue down to the fact that it is necessary to call
viewer.setReleaseContextAtEndOfFrameHint(false);
for the Oculus to work properly.




Is it running single context, single threading and then using GL calls in the main thread?


Robert.

 


 


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zinou
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Joined: 18 Nov 2018
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PostPosted: Sun Nov 18, 2018 8:32 am    Post subject:
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