Hi J-S,

On Fri, May 6, 2011 at 10:45 PM, Jean-Sébastien Guay
<jean-sebastien.g...@cm-labs.com> wrote:
> Good, pardon the negativism but it's a relief that you're seeing the crash
> too now, at least it's not something totally trivial on my side :-)
>
> I've gotten pretty far debugging this in release with debug symbols. First
> it looked as if adding the shading node to the map
> (ShadingNetwork::registerShadingNode()) was causing it, but I debugged
> deeper and it's not that. If I comment out shadingnode.cpp line 67:
>
>    plug.codeBlock = plug.connectedShadingNode->getCodeBlock( rp_name );
>
> it doesn't crash anymore. In release with debug symbols it seems like the
> debugger sometimes gives bad information (for example sometimes the call
> stack looks whack, or a pointer will look invalid but will be ok) but it
> looks as if when rp_name is "outColor" it will crash shortly after. I'm sure
> that line is not the cause but the symptom, but maybe this info will help
> you debug it.

  I reached the same point as you, activating debugging information in
the release configuration. Moreover, I converted the Maya scene to
Maya 2010 and tested it in my laptop with Vista + VS 2008 Express +
Maya 2010 + OSG 2.9.11 and the crash is exactly the same, only two
stack frames before (surfaceshader.cpp line 158).

  I have to get deeper in this issue, but unfortunately I won't have
much time for it. I'll let you know if I get to something.

  In favor of Peter I must say I am pretty sure it is my fault. I
tested it in a version prior to the osgAnimation stuff and mesh export
changes and it crashes the same way. It is not at all a random crash.
I suppose I didn't noticed that because I always use the Debug
configuration.


  Regards,

-- 
Javier Taibo
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