Hi Dirk,

> > I am trying to set up a video wall with 8 - 64 bits linux PCs using 
>OpenSG.
> > I am trying to setup both: 1) a windows 32 bits PC and 2) a linux 64 
>bits PC
> > as clients. So I am able to distribute applications in two different
> > platforms.
> >
> > Trying the example from the tutorial using a linux client there is no
> > problem. However, using the same example with the windows client, the
> > servers produce the following error:
> >
> > INFO:  Waiting for request of mercury
> > INFO:  wait for request by broadcast
> > INFO:  Request for mercury SockPipeline
> > INFO:  Connection bound to 192.168.0.100:32811
> > INFO:  Response SockPipeline:mercury:32811
> > INFO:  Connection accepted mercury:32811
> > LOG:  St9bad_alloc
> >
> > Does anybody have any idea what this problem is about?
>
>Hm, not really. :( Can you try to remove the exception catching around
>the loop and just let the exception go? That might help catching the
>spot were it happens better.


This is what I get if I remove the exception catching....

INFO:  Waiting for request of mercury
INFO:  wait for request by broadcast
INFO:  Request for mercury SockPipeline
INFO:  Connection bound to 192.168.0.100:32778
INFO:  Response SockPipeline:mercury:32778
INFO:  Connection accepted mercury:32778
DEBUG:  Created:MultiDisplayWindow 161
DEBUG:  Created:GeoPositions3f 162
DEBUG:  Created:GeoNormals3f 163
DEBUG:  Created:GeoTexCoords2f 164
DEBUG:  Created:GeoIndicesUI32 165
DEBUG:  Created:GeoPLengthsUI32 166
DEBUG:  Created:GeoPTypesUI8 167
DEBUG:  Created:Geometry 168
DEBUG:  Created:SimpleMaterial 169
DEBUG:  Created:State 170
DEBUG:  Created:MaterialChunk 171
DEBUG:  Created:BlendChunk 172
DEBUG:  Created:Node 173
DEBUG:  Created:Node 174
DEBUG:  Created:Transform 175
DEBUG:  Created:Node 176
DEBUG:  Created:DirectionalLight 177
DEBUG:  Created:PerspectiveCamera 178
DEBUG:  Created:SolidBackground 179
DEBUG:  Created:ImageForeground 180
DEBUG:  Created:SimpleStatisticsForeground 181
DEBUG:  Created:Viewport 182
DEBUG:  Map: 169 to 182
DEBUG:  Map: 155 to 168
DEBUG:  Changed:GeoPositions3f 162
DEBUG:  Map: 155 to 168
DEBUG:  Changed:GeoNormals3f 163
DEBUG:  Map: 155 to 168
DEBUG:  Changed:GeoTexCoords2f 164
DEBUG:  Map: 155 to 168
DEBUG:  Changed:GeoIndicesUI32 165
DEBUG:  Map: 155 to 168
DEBUG:  Changed:GeoPLengthsUI32 166
DEBUG:  Map: 155 to 168
DEBUG:  Changed:GeoPTypesUI8 167
DEBUG:  Map: 160 to 173
DEBUG:  Map: 156 to 169
DEBUG:  Map: 154 to 167
DEBUG:  Map: 153 to 166
DEBUG:  Map: 149 to 162
DEBUG:  Map: 150 to 163
DEBUG:  Map: 151 to 164
DEBUG:  Map: 152 to 165
LOG:  St9bad_alloc
DEBUG:  Destroyed:MultiDisplayWindow 161
DEBUG:  Destroyed:GeoPositions3f 162
DEBUG:  Destroyed:GeoNormals3f 163
DEBUG:  Destroyed:GeoTexCoords2f 164
DEBUG:  Destroyed:GeoIndicesUI32 165
DEBUG:  Destroyed:GeoPLengthsUI32 166
DEBUG:  Destroyed:GeoPTypesUI8 167
DEBUG:  Destroyed:Geometry 168
DEBUG:  Destroyed:SimpleMaterial 169
DEBUG:  Destroyed:State 170
DEBUG:  Destroyed:MaterialChunk 171
DEBUG:  Destroyed:BlendChunk 172
DEBUG:  Destroyed:Node 173
DEBUG:  Destroyed:Node 174
DEBUG:  Destroyed:Transform 175
DEBUG:  Destroyed:Node 176
DEBUG:  Destroyed:DirectionalLight 177
DEBUG:  Destroyed:PerspectiveCamera 178
DEBUG:  Destroyed:SolidBackground 179
DEBUG:  Destroyed:ImageForeground 180
DEBUG:  Destroyed:SimpleStatisticsForeground 181
DEBUG:  Destroyed:Viewport 182
INFO:  terminate SharedObjectHandler
INFO:  SO : Application | 0x5d55f0
INFO:   Object Application | 0x2aaaaaac1000
INFO:  destroy SharedObject Application
INFO:  destroy SharedObjectHandler
INFO:  Terminate VRMLWriter
INFO:  terminate singleton FieldContainerFactory
INFO:  ~DVRVolume this: 0x6e17e8
~DVRVolume appearance: FCPtr 0x0x6e1860:NullFC
~DVRVolume::subRefCP(Appearance)
INFO:  ~DVRVolume::subRefCP(Geometry)
INFO:  ~DVRVolume::subRefCP(Shader)
INFO:  ~DVRVolume shader: FCPtr 0x0x6e1890:NullFC
INFO:  ~DVRVolume::subRefCP(RenderMaterial)
~DVRVolume renderMaterial: FCPtr 0x0x6e1928:NullFC
INFO:  ~DVRVolume::subRefCP(TextureStorage)
~DVRVolume textureStorage: FCPtr 0x0x6e19c8:NullFC
DEBUG:  TextureManager::clearTexture
INFO:  ~DVRVolume this: 0x6e1a40
~DVRVolume appearance: FCPtr 0x0x6e1ab8:NullFC
~DVRVolume::subRefCP(Appearance)
INFO:  ~DVRVolume::subRefCP(Geometry)
INFO:  ~DVRVolume::subRefCP(Shader)
INFO:  ~DVRVolume shader: FCPtr 0x0x6e1ae8:NullFC
INFO:  ~DVRVolume::subRefCP(RenderMaterial)
~DVRVolume renderMaterial: FCPtr 0x0x6e1b80:NullFC
INFO:  ~DVRVolume::subRefCP(TextureStorage)
~DVRVolume textureStorage: FCPtr 0x0x6e1c20:NullFC
DEBUG:  TextureManager::clearTexture
INFO:  SwitchMaterial::onDestroy : subrefing 0 materials
INFO:  SwitchMaterial::onDestroy : subrefing 0 materials
INFO:  OSGFieldContainerPtrBase terminate
INFO:  INFO: Destroy Singleton FieldFactory
INFO:  Group connection type Multicast removed
INFO:  Group connection type StreamSock removed
INFO:  Group connection type SockPipeline removed
INFO:  Point connection type Multicast removed
INFO:  Point connection type StreamSock removed
INFO:  Point connection type SockPipeline removed

> > I am sure is not a
> > network issue, as the other client is working fine. I will assume the
> > distribution is done completely independent of which platform is being 
>used
> > for clients/servers. Is this right?
>
>It should. Although that hasn't been tested in a while, it used to work
>at some point.

For more information, the client application is compiled in my windows 
client using Micrsoft Visual C++ .NET; while the server application has been 
compiled using gcc 4.02. I am not sure, if this might have an effect on the 
problem.

Regards,
Karina



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