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] ___________________________________________________ Seismic Micro-Technology, Inc. 8584 Katy Freeway, Suite 400 / Houston, Texas 77024 Tel. +1 (713) 464-6188 Fax. +1 (713) 464-6440 Web: www.seismicmicro.com ___________________________________________________ CONTACT US TODAY for more information.
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