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Top 10 OSG Debugging Tips

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Paul Martz
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PostPosted: Sat Apr 18, 2009 5:48 pm    Post subject:
Top 10 OSG Debugging Tips
Reply with quote

1 Read the available documentation.
a) Buy (download) the OSG Quick Start Guide.
There is a color version, a black and white version (which is cheaper than the color version), a PDF (which is free), and a Chinese version.
b) Become familiar with the OSG wiki. It has a very informative FAQ.
c) Search the forum or the mailing list archives
If you're a beginner, your question has probably been discussed and answered multiple times.

2 Use the source code
You are a software engineer and you have the OSG source code. Use it. Step through it in a debugger. This is the most reliable source of information about OSG. The code doesn’t lie.

3 Read the function comments
Read the function comments in the header files for functions you use. This will help you avoid the accidental use of deprecated functions (such as Geometry::setVertexIndices()) that are inefficient, but remain in OSG for compatibility reasons.

4 Inspect the OpenGL calls
For simple rendering problems, use a OpenGL call inspection tool. BuGLe, glIntercept, glTrace, gDEBugger
If you know OpenGL, this is a great way to track down why things don't render correctly. If you don't know OpenGL, buy the red book and learn it, in order to code OSG effectively.

5 Use debug printing
Set OSG_NOTIFY_LEVEL to either INFO or DEBUG and examine the output, so OSG can tell you why things are going wrong.

6 Output your scenegraph to a .osg file
Write (a portion of your) scenegraph to an .osg file and examine it in a text editor. This allows you to examine the structure of your scene graph and its data.

7 Use the Optimizer
To check for misconfigured Geometry objects, run the osgUtil::Optimizer on your scene graph with the CHECK_GEOMETRY flag. With OSG_NOTIFY_LEVEL set verbose enough, the Optimizer displays warnings if it encounters these issues.

8 Become familiar with osgconv.
For example, if you wrote your scene graph to an .osg file (tip #6) and turned up OSG_NOTIFY_LEVEL (tip #5), osgconv runs the Optimizer with the CHECK_GEOMETRY flag (tip #7), so you can look for warnings in the console output.

9 Become familiar with osgviewer
Its key commands, its statistics display, and its ability to capture and replay animation paths. The OSG Quick Start Guide (tip #1) documents these subjects.

10 Consider purchasing a support contract
If you need professional help, consider purchasing a support contract from Paul Martz or Robert Osfield, or contracting with someone else on the list for support. You are more likely to get quality help if you pay for it.

Moderator Edits:
21-04-2009 Consolidated into 10 tip list
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Paul Martz
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PostPosted: Sat Apr 18, 2009 6:10 pm    Post subject:
OSG debugging tips
Reply with quote

Yet more debugging tips:

5) Set OSG_NOTIFY_LEVEL to either INFO or DEBUG and examine the output. OSG
might be trying to well you why things are going wrong.

6) Run the osgUtil::Optimizer on your scene graph with the CHECK_GEOMETRY
flag (to check for simple mistakes like not having enough colors in your
color array when using BIND_PER_VERTEX). With OSG_NOTIFY_LEVEL set verbose
enough, the Optimizer will display warnings if it encounters these types of
issues.

7) Read the function comments in the header files for functions you use.
This will help you avoid the accidental use of deprecated functions (like
Geometry::setVertexIndices()) that are inefficient (but remain in OSG for
compatibility reasons).

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466


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Pierre Bourdin (gmail)
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PostPosted: Mon Apr 20, 2009 8:59 am    Post subject:
OSG debugging tips
Reply with quote

Hi Paul and thank you,
this is a nice help.

May I suggest to put it on the wiki ?

Regards, Pierre.

Le samedi 18 avril 2009 12:10 -0600, Paul Martz a crit :
Quote:
Quote:

Yet more debugging tips:

5) Set OSG_NOTIFY_LEVEL to either INFO or DEBUG and examine the output. OSG
might be trying to well you why things are going wrong.

6) Run the osgUtil::Optimizer on your scene graph with the CHECK_GEOMETRY
flag (to check for simple mistakes like not having enough colors in your
color array when using BIND_PER_VERTEX). With OSG_NOTIFY_LEVEL set verbose
enough, the Optimizer will display warnings if it encounters these types of
issues.

7) Read the function comments in the header files for functions you use.
This will help you avoid the accidental use of deprecated functions (like
Geometry::setVertexIndices()) that are inefficient (but remain in OSG for
compatibility reasons).

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466

-----Original Message-----
From: (
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[mailto: (
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)] On Behalf Of Paul Martz
Sent: Saturday, April 18, 2009 11:49 AM
To: (
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Get registred or enter the forums!
)
Subject: OSG debugging tips

Hi all -- It seems like there has been a rash of "help me debug my
code"-type questions lately, so I thought I'd post a short list of debugging
techniques and other aids to help people out. I hope people find this
information to be useful.

1) You are a software engineer and you have the OSG source code. Use it.
Step through it in a debugger. (Many of the posts I've seen lately indicate
that the poster has not looked inside the OSG code at all. This is a great,
free resource; learn to use it. The code doesn't lie.)

2) For simple rendering problems, use a tool like GLIntercept to capture the
OpenGL calls. If you know OpenGL, this is a great way to track down why
things don't render correctly. If you don't know OpenGL, buy the red book
and learn it, otherwise you'll never be effective at coding OSG.

3) Here are a few ways to learn some basic OSG concepts that get covered in
this email list very frequently:
a) Buy/download the Quick Start Guide

http://www.lulu.com/content/paperback-book/openscenegraph-quick-start-guide/
767629
There is a color version, b&w (which is cheaper), PDF (which is free),
and a Chinese version.
B) Search the mail list archives:
http://groups.google.com/group/osg-users?hl=en
If you're a beginner, your question has probably been discussed and
answered multiple times.
C) Get familiar with the OSG wiki:
http://www.openscenegraph.org

4) If you really need professional help, consider purchasing a support
contract from myself or Robert Osfield, or contracting with someone else on
the list for support. You are more likely to get quality help if you pay for
it.

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com <http://www.skew-matrix.com/>
+1 303 859 9466

_______________________________________________
osg-users mailing list
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Only registered users can see emails on this board!
Get registred or enter the forums!
)
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

_______________________________________________
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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I.M.E.R.I.R.
Av. Pascot BP 90443
66004 PERPIGNAN
tl: 04 68 56 84 95
fax: 04 68 55 03 86
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Vincent.B
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Joined: 05 Jan 2009
Posts: 428
Location: Toulouse, France

PostPosted: Mon Apr 20, 2009 9:04 am    Post subject:
OSG debugging tips
Reply with quote

Hi

I suggest adding :

Cool Writing a node in .osg file can help you having a good overview of the graph, the state, the transforms, the geometries, ... (in particular if your debugger is not a very good one)

Vincent.

2009/4/20 Pierre Bourdin (gmail) < (
Only registered users can see emails on this board!
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)>
Quote:
Hi Paul and thank you,
this is a nice help.

May I suggest to put it on the wiki ?

Regards, Pierre.

Le samedi 18 avril 2009 à 12:10 -0600, Paul Martz a écrit :
Quote:
Quote:
Yet more debugging tips:

5) Set OSG_NOTIFY_LEVEL to either INFO or DEBUG and examine the output. OSG
might be trying to well you why things are going wrong.

6) Run the osgUtil::Optimizer on your scene graph with the CHECK_GEOMETRY
flag (to check for simple mistakes like not having enough colors in your
color array when using BIND_PER_VERTEX). With OSG_NOTIFY_LEVEL set verbose
enough, the Optimizer will display warnings if it encounters these types of
issues.

7) Read the function comments in the header files for functions you use.
This will help you avoid the accidental use of deprecated functions (like
Geometry::setVertexIndices()) that are inefficient (but remain in OSG for
compatibility reasons).

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466

-----Original Message-----
From: (
Only registered users can see emails on this board!
Get registred or enter the forums!
)
[mailto: (
Only registered users can see emails on this board!
Get registred or enter the forums!
)] On Behalf Of Paul Martz
Sent: Saturday, April 18, 2009 11:49 AM
To: (
Only registered users can see emails on this board!
Get registred or enter the forums!
)
Subject: OSG debugging tips

Hi all -- It seems like there has been a rash of "help me debug my
code"-type questions lately, so I thought I'd post a short list of debugging
techniques and other aids to help people out. I hope people find this
information to be useful.

1) You are a software engineer and you have the OSG source code. Use it.
Step through it in a debugger. (Many of the posts I've seen lately indicate
that the poster has not looked inside the OSG code at all. This is a great,
free resource; learn to use it. The code doesn't lie.)

2) For simple rendering problems, use a tool like GLIntercept to capture the
OpenGL calls. If you know OpenGL, this is a great way to track down why
things don't render correctly. If you don't know OpenGL, buy the red book
and learn it, otherwise you'll never be effective at coding OSG.

3) Here are a few ways to learn some basic OSG concepts that get covered in
this email list very frequently:
a) Buy/download the Quick Start Guide

http://www.lulu.com/content/paperback-book/openscenegraph-quick-start-guide/
767629
There is a color version, b&w (which is cheaper), PDF (which is free),
and a Chinese version.
B) Search the mail list archives:
http://groups.google.com/group/osg-users?hl=en
If you're a beginner, your question has probably been discussed and
answered multiple times.
C) Get familiar with the OSG wiki:
http://www.openscenegraph.org

4) If you really need professional help, consider purchasing a support
contract from myself or Robert Osfield, or contracting with someone else on
the list for support. You are more likely to get quality help if you pay for
it.

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com <http://www.skew-matrix.com/>
+1 303 859 9466

_______________________________________________
osg-users mailing list
(
Only registered users can see emails on this board!
Get registred or enter the forums!
)
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

_______________________________________________
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Get registred or enter the forums!
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http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Pierre BOURDIN
I.M.E.R.I.R.
Av. Pascot BP 90443
66004 PERPIGNAN
tél: 04 68 56 84 95
fax: 04 68 55 03 86
email: (
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)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~

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art (Art Tevs)
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Joined: 20 Dec 2008
Posts: 414
Location: Saarbrücken, Germany

PostPosted: Mon Apr 20, 2009 9:23 am    Post subject:
Reply with quote

Hi Paul,

I've sticked your debugging tips in the forum. So hopefully people will get read them first, before asking the same questions again and again Wink

cheers
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Paul Martz
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PostPosted: Mon Apr 20, 2009 1:54 pm    Post subject:
OSG debugging tips
Reply with quote

I thought about this too. But there is already a wealth of information on the wiki. I think this info would get lost if we post it there.

I'm wondering if it might be useful to automatically post "debugging tips" (these and others) once every two weeks, or once a month, or something like that? I don't want to flood the mail list / forum, but I would like to get this information in front of people's faces.

Vincent -- Good tip about use of the .osg file.

Art -- Thanks.

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466


From: [mailto:] On Behalf Of Pierre Bourdin (gmail)
Sent: Monday, April 20, 2009 2:59 AM
To: OpenSceneGraph Users
Subject: Re: OSG debugging tips



Hi Paul and thank you,
this is a nice help.

May I suggest to put it on the wiki ?

Regards, Pierre.

Le samedi 18 avril 2009 à 12:10 -0600, Paul Martz a écrit :
Quote:
Quote:
Yet more debugging tips:

5) Set OSG_NOTIFY_LEVEL to either INFO or DEBUG and examine the output. OSG
might be trying to well you why things are going wrong.

6) Run the osgUtil::Optimizer on your scene graph with the CHECK_GEOMETRY
flag (to check for simple mistakes like not having enough colors in your
color array when using BIND_PER_VERTEX). With OSG_NOTIFY_LEVEL set verbose
enough, the Optimizer will display warnings if it encounters these types of
issues.

7) Read the function comments in the header files for functions you use.
This will help you avoid the accidental use of deprecated functions (like
Geometry::setVertexIndices()) that are inefficient (but remain in OSG for
compatibility reasons).

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466

-----Original Message-----
From: (
Only registered users can see emails on this board!
Get registred or enter the forums!
)
[mailto: (
Only registered users can see emails on this board!
Get registred or enter the forums!
)] On Behalf Of Paul Martz
Sent: Saturday, April 18, 2009 11:49 AM
To: (
Only registered users can see emails on this board!
Get registred or enter the forums!
)
Subject: OSG debugging tips

Hi all -- It seems like there has been a rash of "help me debug my
code"-type questions lately, so I thought I'd post a short list of debugging
techniques and other aids to help people out. I hope people find this
information to be useful.

1) You are a software engineer and you have the OSG source code. Use it.
Step through it in a debugger. (Many of the posts I've seen lately indicate
that the poster has not looked inside the OSG code at all. This is a great,
free resource; learn to use it. The code doesn't lie.)

2) For simple rendering problems, use a tool like GLIntercept to capture the
OpenGL calls. If you know OpenGL, this is a great way to track down why
things don't render correctly. If you don't know OpenGL, buy the red book
and learn it, otherwise you'll never be effective at coding OSG.

3) Here are a few ways to learn some basic OSG concepts that get covered in
this email list very frequently:
a) Buy/download the Quick Start Guide

http://www.lulu.com/content/paperback-book/openscenegraph-quick-start-guide/
767629
There is a color version, b&w (which is cheaper), PDF (which is free),
and a Chinese version.
B) Search the mail list archives:
http://groups.google.com/group/osg-users?hl=en
If you're a beginner, your question has probably been discussed and
answered multiple times.
C) Get familiar with the OSG wiki:
http://www.openscenegraph.org

4) If you really need professional help, consider purchasing a support
contract from myself or Robert Osfield, or contracting with someone else on
the list for support. You are more likely to get quality help if you pay for
it.

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com <http://www.skew-matrix.com/>
+1 303 859 9466

_______________________________________________
osg-users mailing list
(
Only registered users can see emails on this board!
Get registred or enter the forums!
)
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

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~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Pierre BOURDIN
I.M.E.R.I.R.
Av. Pascot BP 90443
66004 PERPIGNAN
tél: 04 68 56 84 95
fax: 04 68 55 03 86
email: (
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)
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Chris 'Xenon' Hanson
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PostPosted: Mon Apr 20, 2009 3:41 pm    Post subject:
OSG debugging tips
Reply with quote

Art Tevs wrote:
Quote:
Hi Paul,
I've sticked your debugging tips in the forum. So hopefully people will get read them first, before asking the same questions again and again Wink

Another good one that technical forums should cite generally is this article:
http://www.catb.org/~esr/faqs/smart-questions.html

We incorporated a lot of similar info from a variety of sources into our company's tech
support policy page:

http://3dnature.com/techsupport.html

Most people get a good laugh out of the photo in the Phone support section. ;)

--
Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com
PixelSense Landsat processing now available! http://www.alphapixel.com/demos/
"There is no Truth. There is only Perception. To Perceive is to Exist." - Xen


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umituzun84 (Ümit Uzun)
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Joined: 22 Dec 2008
Posts: 162
Location: TURKEY / ANKARA

PostPosted: Mon Apr 20, 2009 6:42 pm    Post subject:
OSG debugging tips
Reply with quote

Thanks Paul;

And I am curios about OsgRecipes hand book Smile Can you estimate the publish date?

Thanks in advance.

2009/4/20 Chris 'Xenon' Hanson < (
Only registered users can see emails on this board!
Get registred or enter the forums!
)>
Quote:
Art Tevs wrote:
Quote:
Hi Paul,
I've sticked your debugging tips in the forum. So hopefully people will get read them first, before asking the same questions again and again Wink


 Another good one that technical forums should cite generally is this article:
http://www.catb.org/~esr/faqs/smart-questions.html

 We incorporated a lot of similar info from a variety of sources into our company's tech
support policy page:

http://3dnature.com/techsupport.html

 Most people get a good laugh out of the photo in the Phone support section. Wink

--
Chris 'Xenon' Hanson, omo sanza lettere                  Xenon AlphaPixel.com
PixelSense Landsat processing now available! http://www.alphapixel.com/demos/
"There is no Truth. There is only Perception. To Perceive is to Exist." - Xen

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Only registered users can see emails on this board!
Get registred or enter the forums!
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Ümit Uzun

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Ümit Uzun
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Paul Martz
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PostPosted: Mon Apr 20, 2009 7:02 pm    Post subject:
OSG debugging tips
Reply with quote

I'm formalizing these debugging tips into a post on my personal discussion forum. I'll let everyone know when it's ready.

At this point, no one has contacted Bob or I with potential material for an OSG Recipes book.

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466


From: [mailto:] On Behalf Of Ümit Uzun
Sent: Monday, April 20, 2009 12:42 PM
To: OpenSceneGraph Users
Subject: Re: OSG debugging tips



Thanks Paul;

And I am curios about OsgRecipes hand book Smile Can you estimate the publish date?

Thanks in advance.

2009/4/20 Chris 'Xenon' Hanson < (
Only registered users can see emails on this board!
Get registred or enter the forums!
)>
Quote:
Art Tevs wrote:
Quote:
Hi Paul,
I've sticked your debugging tips in the forum. So hopefully people will get read them first, before asking the same questions again and again Wink


Another good one that technical forums should cite generally is this article:
http://www.catb.org/~esr/faqs/smart-questions.html

We incorporated a lot of similar info from a variety of sources into our company's tech
support policy page:

http://3dnature.com/techsupport.html

Most people get a good laugh out of the photo in the Phone support section. Wink

--
Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com
PixelSense Landsat processing now available! http://www.alphapixel.com/demos/
"There is no Truth. There is only Perception. To Perceive is to Exist." - Xen

_______________________________________________
osg-users mailing list
(
Only registered users can see emails on this board!
Get registred or enter the forums!
)
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org





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Ümit Uzun

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R Fritz
Guest





PostPosted: Mon Apr 20, 2009 8:14 pm    Post subject:
OSG debugging tips
Reply with quote

Surely these are FAQs?

Randolph

On Apr 18, 2009, at 10:48 AM, Paul Martz wrote:

Quote:
Hi all -- It seems like there has been a rash of "help me debug my
code"-type questions lately, so I thought I'd post a short list of
debugging
techniques and other aids to help people out. I hope people find this
information to be useful.

1) You are a software engineer and you have the OSG source code. Use
it.
Step through it in a debugger. (Many of the posts I've seen lately
indicate
that the poster has not looked inside the OSG code at all. This is a
great,
free resource; learn to use it. The code doesn't lie.)

2) For simple rendering problems, use a tool like GLIntercept to
capture the
OpenGL calls. If you know OpenGL, this is a great way to track down
why
things don't render correctly. If you don't know OpenGL, buy the red
book
and learn it, otherwise you'll never be effective at coding OSG.

3) Here are a few ways to learn some basic OSG concepts that get
covered in
this email list very frequently:
a) Buy/download the Quick Start Guide

http://www.lulu.com/content/paperback-book/openscenegraph-quick-start-guide/
767629
There is a color version, b&w (which is cheaper), PDF (which is
free),
and a Chinese version.
B) Search the mail list archives:
http://groups.google.com/group/osg-users?hl=en
If you're a beginner, your question has probably been discussed
and
answered multiple times.
C) Get familiar with the OSG wiki:
http://www.openscenegraph.org

4) If you really need professional help, consider purchasing a support
contract from myself or Robert Osfield, or contracting with someone
else on
the list for support. You are more likely to get quality help if you
pay for
it.

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com <http://www.skew-matrix.com/>
+1 303 859 9466





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Paul Martz
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PostPosted: Mon Apr 20, 2009 9:22 pm    Post subject:
OSG debugging tips
Reply with quote

Many people don't read the FAQ. (Your own post implies you aren't familiar
with its contents :-)

The FAQ is here:
http://www.openscenegraph.org/projects/osg/wiki/Support/FAQ

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466

-----Original Message-----
From:
[mailto:] On Behalf Of R Fritz
Sent: Monday, April 20, 2009 2:14 PM
To: OpenSceneGraph Users
Subject: Re: OSG debugging tips

Surely these are FAQs?

Randolph

On Apr 18, 2009, at 10:48 AM, Paul Martz wrote:

Quote:
Hi all -- It seems like there has been a rash of "help me debug my
code"-type questions lately, so I thought I'd post a short list of
debugging techniques and other aids to help people out. I hope people
find this information to be useful.

1) You are a software engineer and you have the OSG source code. Use
it.
Step through it in a debugger. (Many of the posts I've seen lately
indicate that the poster has not looked inside the OSG code at all.
This is a great, free resource; learn to use it. The code doesn't
lie.)

2) For simple rendering problems, use a tool like GLIntercept to
capture the OpenGL calls. If you know OpenGL, this is a great way to
track down why things don't render correctly. If you don't know
OpenGL, buy the red book and learn it, otherwise you'll never be
effective at coding OSG.

3) Here are a few ways to learn some basic OSG concepts that get
covered in this email list very frequently:
a) Buy/download the Quick Start Guide

http://www.lulu.com/content/paperback-book/openscenegraph-quick-start-
guide/
767629
There is a color version, b&w (which is cheaper), PDF (which is
free), and a Chinese version.
B) Search the mail list archives:
http://groups.google.com/group/osg-users?hl=en
If you're a beginner, your question has probably been discussed
and answered multiple times.
C) Get familiar with the OSG wiki:
http://www.openscenegraph.org

4) If you really need professional help, consider purchasing a support
contract from myself or Robert Osfield, or contracting with someone
else on the list for support. You are more likely to get quality help
if you pay for it.

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com <http://www.skew-matrix.com/>
+1 303 859 9466


org





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Paul Martz
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PostPosted: Tue Apr 21, 2009 1:13 am    Post subject:
OSG debugging tips
Reply with quote

The debugging tips are now reformatted and available at my discussion forum:
http://www.skew-matrix.com/bb/viewtopic.php?f=6&t=5

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
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rosme
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Joined: 22 Dec 2008
Posts: 184
Location: Soesterberg, The Netherlands

PostPosted: Tue Apr 21, 2009 8:47 am    Post subject:
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Paul,

I moderated the original mailing list post on the OSG forum to show your reformatted version of the tips. And I added a few links.

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Roland
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sdaq
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Joined: 03 Dec 2009
Posts: 18

PostPosted: Mon Dec 14, 2009 9:39 pm    Post subject:
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This is pretty obvious (I know) but it helps a lot to link with the debug libraries... Very Happy
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jerome
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Joined: 25 Jun 2012
Posts: 8
Location: Seoul

PostPosted: Mon Jun 25, 2012 11:39 pm    Post subject:
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it seems to helps a lot
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