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Update instructions on checking if sim runs with ogre 1.x #478

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6 changes: 3 additions & 3 deletions citadel/troubleshooting.md
Original file line number Diff line number Diff line change
Expand Up @@ -82,9 +82,9 @@ You can also check your OpenGL version running:
glxinfo | grep "OpenGL version"

You should be able to use Ogre 1 without any issues however. You can check if
that's working by running a world which uses Ogre 1 instead of Ogre 2, such as:
that's working by running with Ogre 1 instead of Ogre 2, such as:

ign gazebo -v 3 lights.sdf
ign gazebo -v 3 shapes.sdf --render-engine ogre

If that loads, you can continue to use Ignition with Ogre 1, just use the
`--render-engine ogre` option.
Expand All @@ -102,5 +102,5 @@ https://github.com/osrf/ogre-2.1-release
### Ignition crashes when an actor is added to the world

If you are trying to spawn an actor in your environment and you get an error like `Assertion !pos.isNan() && "Invalid vector supplied as parameter"`
means you are passing nan values to ogre.
means you are passing nan values to ogre.
To fix this you need to do `export LC_NUMERIC="C"` before running ign gazebo.
4 changes: 2 additions & 2 deletions fortress/troubleshooting.md
Original file line number Diff line number Diff line change
Expand Up @@ -158,9 +158,9 @@ be co-installable with Ogre 1.x. The code can be found here:
https://github.com/osrf/ogre-2.2-release

You should be able to use Ogre 1 without any issues however. You can check if
that's working by running a world which uses Ogre 1 instead of Ogre 2, such as:
that's working by running with Ogre 1 instead of Ogre 2, such as:

ign gazebo -v 3 lights.sdf
ign gazebo -v 3 shapes.sdf --render-engine ogre

If that loads, you can continue to use Ignition with Ogre 1, just use the
`--render-engine ogre` option.
Expand Down
4 changes: 2 additions & 2 deletions garden/troubleshooting.md
Original file line number Diff line number Diff line change
Expand Up @@ -161,9 +161,9 @@ be co-installable with Ogre 1.x. The code can be found here:
https://github.com/osrf/ogre-2.3-release

You should be able to use Ogre 1 without any issues however. You can check if
that's working by running a world which uses Ogre 1 instead of Ogre 2, such as:
that's working by running with Ogre 1 instead of Ogre 2, such as:

gz sim -v 3 lights.sdf
gz sim -v 3 shapes.sdf --render-engine ogre

If that loads, you can continue to use Gazebo with Ogre 1, just use the
`--render-engine ogre` option.
Expand Down
4 changes: 2 additions & 2 deletions harmonic/troubleshooting.md
Original file line number Diff line number Diff line change
Expand Up @@ -160,9 +160,9 @@ be co-installable with Ogre 1.x. The code can be found here:
https://github.com/osrf/ogre-2.3-release

You should be able to use Ogre 1 without any issues however. You can check if
that's working by running a world which uses Ogre 1 instead of Ogre 2, such as:
that's working by running with Ogre 1 instead of Ogre 2, such as:

gz sim -v 3 lights.sdf
gz sim -v 3 shapes.sdf --render-engine ogre

If that loads, you can continue to use Gazebo with Ogre 1, just use the
`--render-engine ogre` option.
Expand Down
4 changes: 2 additions & 2 deletions ionic/troubleshooting.md
Original file line number Diff line number Diff line change
Expand Up @@ -160,9 +160,9 @@ be co-installable with Ogre 1.x. The code can be found here:
https://github.com/osrf/ogre-2.3-release

You should be able to use Ogre 1 without any issues however. You can check if
that's working by running a world which uses Ogre 1 instead of Ogre 2, such as:
that's working by running with Ogre 1 instead of Ogre 2, such as:

gz sim -v 3 lights.sdf
gz sim -v 3 shapes.sdf --render-engine ogre

If that loads, you can continue to use Gazebo with Ogre 1, just use the
`--render-engine ogre` option.
Expand Down
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