Hi,

On Wed, 2010-06-02 at 12:17 -0500, Carsten Neumann wrote:
>       Hello Aron,
> 
> Aron Bierbaum wrote:
> > We have been running into what appears to be a corner case in the
> > ShaderProgram. As most of you probably know each OpenSG object that
> > needs to track a GL object ID registers it's OpenGL creation and
> > destruction functors through Window::registerGLObject(). This
> > registration returns a unique OpenSG ID for each registered object.
> > This unique OSG is then used in each objects handleGL() and
> > handleDestroy() methods to get the context specific OpenGL object ID
> > from each window. (ex: win->getGLObjectId(getGLId())) The normal
> > operation is that when an object is created for a window you call the
> > OpenGL function and set the OpenGL object ID in the ID map. Then in
> > handleDestroyGL() you clear this ID mapping by setting it back to
> > zero. 

not quite, the reset should have happened from where the destroyed
functor is called but it seems in the wrong place. I would prefer
to have it there instead of pushing the responsibility to every 
class that uses the gl id infrastructure.

> It is important to note that these OpenSG object IDs are
> > intelligently reused when objects are created/destroyed.
> > 
> > The issue that we are running into is that the current ShaderProgram
> > code relies on the shared OSG IDs to have their mappings in each
> > window reset to zero by all other objects in the system.
> > 
> > http://www.opensg.org/browser/trunk/Source/System/State/Shader/Base/OSGShaderProgram.cpp#L528
> > 
> > This causes a big problem because there are a number of places where
> > these IDs are not being cleared correctly in their handleDestroyGL()
> > equivalent function. I did a quick search and found the following
> > locations where the mapping from OpenSG ID to OpenGL ID is not being
> > reset to zero correctly when destroying the OpenGL object.
> 
> hm, that is a nasty one - thanks for figuring out what the problem is. I 
> wonder if ShaderProgram should simply check if mode == 
> window::initialize instead of testing for a 0 gl id?
> I don't think there are cases were we want to create a new shader object 
> and mode != initialize.
> 
> Gerrit: is it possible to get a gl id of 0 even if mode != initialize?

I'll have to check.

> > http://www.opensg.org/browser/trunk/Source/System/NodeCores/Drawables/Geometry/Base/WS/OSGGeometry.cpp#L280
> > http://www.opensg.org/browser/trunk/Source/System/NodeCores/Drawables/Geometry/Base/WS/OSGGeometry.cpp#L359
> > http://www.opensg.org/browser/trunk/Source/System/State/Base/WS/OSGTextureObjChunk.cpp#L1487
> > 
> > http://www.opensg.org/browser/trunk/Source/System/Depreciated/State/OpenGL/OSGCubeTextureChunk.cpp#L242
> > http://www.opensg.org/browser/trunk/Source/System/State/OpenGL/OSGCubeTextureObjChunk.cpp#L253
> > http://www.opensg.org/browser/trunk/Source/System/Window/FrameBufferObjects/OSGFrameBufferObject.cpp#L576
> > http://www.opensg.org/browser/trunk/Source/System/NodeCores/Drawables/Geometry/Properties/OSGGeoMultiPropertyData.cpp#L221
> > http://www.opensg.org/browser/trunk/Source/System/NodeCores/Drawables/Geometry/Properties/OSGGeoProperty.cpp#L317
> > http://www.opensg.org/browser/trunk/Source/System/Window/FrameBufferObjects/OSGRenderBuffer.cpp#L242
> > http://www.opensg.org/browser/trunk/Source/System/NodeCores/Drawables/Nurbs/OSGSurface.cpp#L1880
> 
> I checked all handleDestroyGL functions and fixed those that did not 
> reset the mapping.
> 
> > Although I think that we should fix these locations so that the IDs
> > are rest correctly, can the ShaderProgram code be changed to not have
> > such a fragile requirement for checking the OpenGL ID against zero. I
> > have attached a patch for an older revision of OpenSG 2.0 that relaxes
> > this requirement and we have been using for a few weeks without any
> > issues.
> 
> I've also committed a patch similar to the one you sent, but made 
> surrounded the test with #ifdef OSG_DEBUG.
> If indeed ShaderProgram can test the mode instead of the gl id, this can 
> be removed again.
> Thanks again for the bug analysis and patch!

to understand it better, how many windows are in your environment ?

In general something looks not quite right in the whole gl object
handling inside the window so I will have a further look.

kind regards
  gerrit




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