Seems that this actually caused a lot more problem than I first thought... The fact that you need to have a valid reference while tearing down nodes, means that our system with plugins (dll:s loaded etc) now causes problems. The Camera it self, has references to a scene, states, (Renderer) etc, and if I keep a reference of the Camera to last, I get crashes when the camera destructor is called, due to the fact that most of the nodes, shaders, programs where created (allocated) in dll:s that has already been unloaded.
So to recap: I need a context when a node is removed (if the node contains for example a shader/program). If I keep a reference to the Camera (hence the context), the camera also keep references to just about everything I put into the scenegraph, meaning that I delay the destruction of objects very late. Right now I do not really see a solution for this. It was working in 3.4.0. /A On Thu, Feb 4, 2016 at 12:25 PM, Anders Backman <ande...@cs.umu.se> wrote: > Yep sorry. I was having some (other) issue where text was not rendered > when I had enabled shadows, so I was messing with osgViewer.cpp copying > sample code from osgShadow there. > > The example that reveals the issue at shutdown is plainly osgShadow.cpp > > > Output: > > osgshadow.exe --window 0 0 1024 768 > FOV is 29.1484 > Error: OpenGL version test failed, requires valid graphics context. > > And a crasch. Interestingly only if you first move the camera (left mouse > move) in the graphics window. > If you do not interact with the scene, it only show the error message. > > /Anders > > > > On Thu, Feb 4, 2016 at 11:57 AM, Robert Osfield <robert.osfi...@gmail.com> > wrote: > >> Hi Anders, >> >> There is a new mechanism for managing clean up of GL objects, which in >> theory should help improve management of lifetimes of GL objects. >> >> The warning suggests that something is try to do GL call after the >> context is cleaned up, I don't know yet if this is a bug in the new >> code or whether the new code is just revealling an old bug elsewhere. >> >> Could you be more specific of how to reproduce the problem as there >> isn't an --ssm option supported by the osgviewer example. >> >> Robert. >> >> >> On 4 February 2016 at 09:05, Anders Backman <ande...@cs.umu.se> wrote: >> > Hi all. >> > >> > Trying OSG 3.5.1 and I have started to get some problems with objects >> > (osg::Program/osg::Shaders etc.) being de-allocated after context is >> > destroyed: >> > >> > Error: OpenGL version test failed, requires valid graphics context. >> > >> > >> > Sometime it crasches sometimes it just print the warning. >> > >> > I can reproduce it with osgViewer --ssm >> > >> > The only solution so far has been to keep a static reference to the >> camera >> > in the scene, which feels a lot like a hack. >> > The same code worked in 3.4.0. So as you wrote in an earlier post, this >> > probably reveals something that was not deallocated before. >> > >> > As soon as the viewer is destroyed, it takes the camera with it. Hence >> the >> > Context is also destroyed. >> > >> > Not sure how to handle this in an general way. >> > >> > /Anders >> > >> > >> > -- >> > __________________________________________ >> > Anders Backman, HPC2N >> > 90187 Umeå University, Sweden >> > and...@cs.umu.se http://www.hpc2n.umu.se >> > Cell: +46-70-392 64 67 >> > >> > _______________________________________________ >> > osg-users mailing list >> > osg-users@lists.openscenegraph.org >> > >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> > >> _______________________________________________ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> > > > > -- > __________________________________________ > Anders Backman, HPC2N > 90187 Umeå University, Sweden > and...@cs.umu.se http://www.hpc2n.umu.se > Cell: +46-70-392 64 67 > -- __________________________________________ Anders Backman, HPC2N 90187 Umeå University, Sweden and...@cs.umu.se http://www.hpc2n.umu.se Cell: +46-70-392 64 67
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