Hello,
  Replacing the "vector<bool>" with a "vector<Uint8>" fixed that issue, but
ran into another semi-related one. (see below) First, just want to point out
that there were a few instances of vector<bool> scattered about. Some were:
vector <bool    > for formatting purposes. (just in case this gets added to
the standard release)

As for the other issue, I'm getting a vector out of range now in
RenderAction::start(id). Digging a little deeper shows that it's actually
coming from the "window->hasExtension(_arbOcclusionQuery)." inside
hasExtension(), _arbOcclusionQuery has id of 35, when total count of entries
in list (_availExtensions) is 35. Thus, causing out of range error. This
only seems to happen in a clustered application when using more than one
osg::viewport. (e.g. for stereo rendering)

Unfortunately, I don't know enough about how OpenSG handles extensions to be
of much help here, but if someone has a work around/fix, I would really
appreciate it. 

OpenSG 1.8 (daily build: Sep 2, 2007)
NVIDIA Quadro 5600 (latest drivers)
WinXP 64

Thanks

E.

p.s. this error along with the other originates from the window->getPort()
call.

---
Eric Maslowski
Research Computer Specialist
University of Michigan 3D Lab

Autodesk 3D Studio Max Certified Trainer

email:  [EMAIL PROTECTED]
office: 734-615-9699
mobile: 734-730-9904


-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Dirk
Reiners
Sent: Thursday, August 30, 2007 17:21
To: [email protected]
Subject: Re: [Opensg-users] vector <x> iterator not dereferencable - OSG
1.8, VS 2005, Run-time Error


        Hi Toni, hi Eric,

Antonio Bleile wrote:
> Hi,
> 
> I don't know if I can help here... But I expereinced
> probelms with iterators when porting to VS.NET 2005.
> Especially things like
> 
> vec->erase( it+0 ); // althought [0] is valid!
> 
> tend to crash. So it could well be something like
> this. So maybe getPort(0) does something like that?

hm, I doubt it. The only place in 1.8 that uses vector<bool> is the shadow
viewport.

A quick hack would be to replace the vector<bool> with vector<UInt8> in 
Experimental/ShadowViewport and recompile the libs. The used vectors are
fairly 
small, so the impact should be negligible.

Hope it helps

        Dirk

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