Hi, On Fri, 2009-06-19 at 14:11 +0200, Andreas Halm wrote: > Hi, > > > > > > > > So does you app still crash or did the change to /MDd for OpenSG > > help ? > > > > > > Yes and no. It does not crash anymore on startup but now it seems to > > hang in > > > some kind of infinite loop while handling the redraw called from the > > initial > > > resize event. It can't have anything to do with my new node types as > > the > > > scene graph is built later (by loading a file). Must be some changes > > in the > > > SimpleSceneManager I was missing, should (hopefully) turn up when > > comparing > > > with the example code. > > > > > > > hmm, so before do you have a 'reasonable' short stack trace ? > > > > Of course: > > > msvcr90d.dll!write_char(char ch='C', _iobuf * f=0x003ced6c, int * > pnumwritten=0x003ceaf8) Line 2417 + 0x3 bytes C++ > msvcr90d.dll!_output_l(_iobuf * stream=0x003ced6c, const char * > format=0x62471998, localeinfo_struct * plocinfo=0x00000000, char * > argptr=0x003cedf8) Line 1161 + 0x18 bytes C++ > msvcr90d.dll!_vsnprintf_l(char * string=0x02de2bf8, unsigned int > count=128, const char * format=0x62471984, localeinfo_struct * > plocinfo=0x00000000, char * ap=0x003cedf8) Line 138 + 0x15 bytes C > msvcr90d.dll!_vsnprintf(char * string=0x02de2bf8, unsigned int > count=128, const char * format=0x62471984, char * ap=0x003cedf8) Line 190 + > 0x17 bytes C > OSGBase_d.dll!OSG::Log::doLog(const char * format=0x62471984, ...) > Line 850 + 0x1d bytes C++ > OSGSystem_d.dll!OSG::Window::doFrameExit() Line 1533 + 0x69 bytes > C++ > OSGSystem_d.dll!OSG::Window::frameExit() Line 1936 + 0x12 bytes > C++ > OSGSystem_d.dll!OSG::Window::render(OSG::RenderActionBase * > action=0x02d6b9b8) Line 1831 + 0x12 bytes C++ > OSGUtil_d.dll!OSG::SimpleSceneManager::redraw() Line 883 + 0x27 > bytes C++ > BioSG-test.exe!mywnd::onResize(int width=1008, int height=732) Line > 203 + 0x15 bytes C++ > BioSG-test.exe!OpenGLWindow::WindowProc(HWND__ * hWnd=0x000f1140, > unsigned int uMsg=5, unsigned int wParam=0, long lParam=47973360) Line 234 > + 0x1d bytes C++
hmm interesting it's stuck while logging. But nothing really indicates why, it does not look like a loop, more like a lock or barrier. And it is outside any OpenSG loop and also does not seem to hit OpenSG the lock inside Log. Hmm, I'll have to think about it a little. Could you try to disable as much logging as possible by setting OSG_LOG_LEVEL to 0 and see if this helps. The main reason you get there is because there seem to be an OpenGL error during rendering. If you have an OpenGL debugger one thing to try would be to check where the error is coming from. How far is your scene setup at this point ? kind regards, gerrit ------------------------------------------------------------------------------ Crystal Reports - New Free Runtime and 30 Day Trial Check out the new simplified licensing option that enables unlimited royalty-free distribution of the report engine for externally facing server and web deployment. http://p.sf.net/sfu/businessobjects _______________________________________________ Opensg-users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/opensg-users
