Hi all,

I just wanted to know if someone had some news about the very cause of the 
crash in memory inside osgDotNet reported by Jason Beverage on a PAT and by me 
with any type of node (see my exchanges with Mike Wittman in late september).

Coming back on that, I just noted that, having compiled my C# sample showing 
the bug in Release configuration rather than Debug, the application does 
continue to run after the Exception Dialog Box apperance (raised by the CLR), 
if the user ignore it (does not click on OK). 

However, black flashes occur from time to time, as if the culling or another 
useful task wasn't carried out properly anymore. Surely the crash/exception 
occur in a non-absolutely-necessary thread, which explains why on Release the 
application continue to run, with those flashes... I'm not aware of the 
multithreading scheme of OpenSceneGraph implementation (in my samples I didn't 
do anything explicitly about that, so I assume I remained in the default 
mutlithreading mode), but maybe this constatation can help ? Is the manipulator 
execution confined in a particular thread ? 

Thanks for any news, if one has.

-- 
Christophe Médard
Société OKTAL (http://www.oktal.fr)
2 impasse Boudeville
31100 Toulouse (France)
Tél. : (+33) 5 62 11 50 10
Fax : (+33) 5 62 11 50 29


----- Original Message ----- 
From: Christophe Medard 
To: OpenSceneGraph Users 
Sent: Tuesday, September 25, 2007 3:43 PM
Subject: Re: [osg-users] osgDotNet : Nodes adding to scene graph 
outsidemain()function scope


Hi Mike,

Thanks for telling me the same kind of thing was already reported ! 
I understand passin in OSG 2.1.12 would do no good.

Thanks also for confirming the OSG reference count management being done by the 
wrapper layer in a .NET Managed-fashion...

It's quite hard to find the root cause indeed, since it seems to depend on 
independant factor, like where the camera is -initially- positionned : I only 
get the problem when letting osgViewer set it away from the scene (no 
osgViewer.getCameraManipulator().setHomePosition() call in my mainloop). 
There's something about an intersect visitor apparently (a culling pass ?).
One could think it's only where the AccessViolation first occur. I'm not sure : 
if I initialize the camera close to the scene geometry, not only does my 
AccessViolation vanish, but I don't have the OSG Notice warning about a 
possible problem anymore either. That whether I leave space between my point of 
the scene and scene geometry through manipulator's behaviour afterwards in the 
run time of my application...

Anyway, if anyone happen to lock the root cause, please don't hesitate to post !

-- 
Christophe Médard
Société OKTAL (http://www.oktal.fr)
2 impasse Boudeville
31100 Toulouse (France)
Tél. : (+33) 5 62 11 50 10
Fax : (+33) 5 62 11 50 29
 

  ----- Original Message ----- 
  From: Mike Wittman 
  To: OpenSceneGraph Users 
  Sent: Tuesday, September 25, 2007 3:58 PM
  Subject: Re: [osg-users] osgDotNet : Nodes adding to scene graph 
outsidemain()function scope


  Hi Christophe,

   

  This sounds like a bug that Jason reported where a particle system under a 
PAT node gives the same symptoms - 
http://www.openscenegraph.org/projects/osgDotNet/ticket/1.  I've dug into that 
problem some, but only enough to know that it will take quite a bit more time 
to track down the root cause.

   

  You're correct about the reference count management; it's intended to be 
completely handled by the wrappers and transparent to the C# user.  Obviously 
something is going wrong in this particular case.

   

  Mike Wittman

  [EMAIL PROTECTED]

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