Hi,

Hello again,


The result is that after all initialisation and scenegraph building is done
(as
I said before, I'm using VR Juggler with OpenSG), the first call to
OpenSGApp::draw() generates a segfault. I ran the program in gdb, and what I
got at the segfault is :

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 104516528 (LWP 21228)]
0x0075db6f in std::_Rb_tree_decrement () from /usr/lib/libstdc++.so.6


I've been looking through the test programs that come with the OpenSG source
distribution, and I seem to have the same problem on my machine for any program
that uses the SHLChunk. (in all honesty, I only tested two of them, but I think
that's conclusive) Both the test programs I tried generated a segfault, and
running them in gdb results in the same message (the segfault happens at the
same place in libstdc++.so.6).

You could try to write your scene as a osb file out (before rendering) and than load it with my vred app (http://www.vrec.de/snapshots/vred-0.99-Linux-libc2.2-i686-Build20051113-lite.sh) to eliminate a compile problem. For fast test you can load the bounce.py example which uses a SHLChunk for some vertex animation.

Now, I know that this doesn't track with the debugger output, but the only other
time I've seen a program segfault on my machine because of shaders is when the
program was using OpenGL 2.0's shader commands instead of the ARB commands in
OpenGL 1.5. At home, I have an ATI Radeon 9700 card, and unfortunately, under
Linux, the ATI drivers don't yet support OpenGL 2.0. At school, I have an
nVidia card whose drivers do support OpenGL 2.0, so I'll test tomorrow to see
if the segfault happens there too.

Does OpenSG use OpenGL 2.0 or 1.5 for its shader support? If that's not it,
would anyone else have a theory as to why any program using the SHLChunk would
segfault on my machine? Has anyone experienced this before?

We use the 1.5 ARB commands the SHLChunk works fine for me but I never tried it with a ATI card on linux.

Andreas


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