Paul,

See my responses below. I wonder if I am running into issues because my application uses VR Juggler?

Thanks,
Todd

Paul Martz wrote:
Wow, suddenly everyone is using OQN. :-)

It is a very cool feature!

OSG performs two cull/draw pairs in the situation you describe, and OQN is
designed to perform separate queries for each active context, so is designed
for just this case. There is nothing special or additional you need to do to
make OQN work for multidisplay. Indeed, this works fine on multidisplay
Windows and Mac OS X platforms.

Your stack trace doesn't tell me much.

Let me know if there is more info that would help.

Some things to try:

1) If you set OSG_NOTIFY_LEVEL=DEBUG and look at the displayed list of
OpenGL extensions, is occlusion query supported?

Yes, it is.

2) Do you have an up-to-date OpenGL driver?

Yes, Nvidia driver 169.12 for x86_64 Linux.

3) What happens if you force OSG_THREADING=SingleThreaded?

Same results.

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466



My OSG App renders to two screens (:0.0 & :0.1) of Linux system. If I use an OcclusionQueryNode as my root, it crashes in this configuration.

First I get these messages:

Warning: detected OpenGL error 'invalid operation' after RenderBin::draw(,)
Warning: detected OpenGL error 'invalid operation'

Then a series of these:

Warning: detected OpenGL error 'invalid operation' at start of
State::apply()

Then a crash:

*** glibc detected *** ./app.bin: malloc(): memory corruption (fast): 0x00002aaab0190e66 ***
======= Backtrace: =========
/lib64/libc.so.6[0x3a0f8725e0]
/lib64/libc.so.6(__libc_malloc+0x7d)[0x3a0f872e8d]
/usr/lib64/libGLcore.so.1[0x3488fd8114]

I assume that I need separate instances per GL context to make this work, but I am looking for advice as to how to implement?

Thanks,
Todd

--
Todd J. Furlong
Inv3rsion, LLC
http://www.inv3rsion.com
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