Hi Johannes,

Sorry for the slow turn around on this issue... I usually get there in
the end and in this case just in time for 3.0 ;-)

I've used you example to reproduce the problem under desktop Linux
with NVidia graphics + drivers, I don't see a crash but the first
triangle doesn't appear so this is in an indication of problems.  I
haven't merged your changes directly, but added in something similar
into GLBufferObject with a entry buffer alignment that now defaults to
4, this is required to fix the issue even on my desktop system.  Do
you know of any cases where 4 wouldn't be appropriate?

Also could you please test out svn/trunk to make sure that the issue
is fixed at your end.

Cheers,
Robert.

On Wed, Dec 1, 2010 at 3:47 PM, Johannes Bäuerle <[email protected]> wrote:
> Hi Robert,
>
> I have created a simple osg model that reproduces the crash on my target 
> platform. As previously mentioned the model consists of a triangle and a 
> quad. The model (.osgt) is attached to this message. It can be executed using 
> the standard osgviewer.
>
> Due to the used shader variables (osg_...) a desktop OpenGL2 without fixed 
> function pipeline or a OpenGL  ES 2.0 is required to execute the example. 
> Otherwise there will be no output on the screen.
>
> The data leading to the crash is :
>
>          PrimitiveSetList 2 {
>            DrawElementsUShort GL_TRIANGLES 3 {
>              0 1 2
>            }
>            DrawElementsUInt GL_TRIANGLES 6 {
>              3 4 6 3
>              6 5
>            }
>          }
>
> Note the different data types in the DrawElementsUInt blocks, using the same 
> datatype for both DrawElement blocks would result in a single glBufferSubData 
> call,which does not crash.
>
> Cheers,
> Johannes
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=34335#34335
>
>
>
>
> Attachments:
> http://forum.openscenegraph.org//files/vbocrash_172.zip
>
>
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