On 11 Aug 2008, at 16:52, Eric Sokolowsky wrote:

I'm also experiencing some strange crashing in my app under OSX (in Leopard). It may be a library initialization issue. (But the same code works perfectly under Linux.)

Hmm.

That's a bit worrying, because I'm faced with a large app (FlightGear) which is crashing consistently for me in OSG/the gl driver (same place each run, at least in release builds - in debug the crash point is moving around, but in a way that suggests memory corruption).

The 'good' thing is a binary version (of GF and OSG) someone sent me crashes the same way (on my machine), down to the stack-trace level. But of course the app works fine under Linux and Windows. I am guessing it's a threading or memory corruption issue, but FG is large enough that I'm having great trouble isolating the source of the problems - any change (adding logging, enabling memory checks with MallocScribble, etc) might move the issue.

I've tried forcing OSG into single threaded mode (setting OSG_THREADING to SingleThread) but this doesn't help matters.

The bizarre thing is the person who made the binary build, states that the build works correctly for him (obviously, or he wouldn't be making it available to other people).

Could there be some Leopard issue here? I know dyld changed a fair bit, but as I said, I can now run all the OSG examples quite happily. Are there any other techniques for isolating portions of the scene graph, or its traversal during rendering, to try and isolate the issue? Eg an 'only cull' hack?

My gut feeling is it's related to the DB pager (which FG hits very hard, especially at startup) since if I hack FG to pause at the end of its init process, before it starts running the pager (and other things) everything is happy - FG is basically running, the internal state looks good, and the osgViewer is running, drawing just the splash screen and the UI (which I can interact with quite happily, i.e event handling and so on is alright). But this is a guess - again, advice on techniques to isolate parts of the rendering / paging / loading pipeline would be great. Even with the highest NOTIFY_LEVEL, there's nothing in the console output prior to the crash.

James
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