Thanks Robert,

I do realize it's tough to tell without seeing the code. Up to yesterday I
used osg 2.1, but just upgrade to 2.7.1 (bug still occurs).  FWIW, I'm not
using the viewer setup in the examples, I use my own osgUtil::SceneView and
use cull & draw directly. Note I setup my viewport properties on each
rendered frame, as these are animated. The basic code is like:

void render()
{
    osgProducer::OsgSceneHandler *sh =
dynamic_cast<osgProducer::OsgSceneHandler *> ( _cam.getSceneHandler() );
    osgUtil::SceneView* sv = sh->getSceneView();
    sv->setSceneData( (osg::Node *) getSceneNode(0) );
    osg::State* state = sv->getState();
    state-> dirtyColorPointer();

    sv->setProjectionMatrix( projection );
    sv->setViewMatrix( *_viewMatrix );
    sv->setViewport( clippedViewport.x, clippedViewport.y,
clippedViewport.xdim, clippedViewport.ydim );

    //sv->update(); no anims, no need to update ?
     sv->cull();
     sv->draw();
}


On Wed, Oct 8, 2008 at 2:13 PM, Robert Osfield <[EMAIL PROTECTED]>wrote:

> Hi Chris,
>
> With so few details about your viewer setup and scene graph usage the
> best we can do is guess what you might have done wrong given other
> common mistakes we see pop up - have the DataVariance recommendation.
>
> Another thing you could try setting the threading model on the viewer
> by calling
>
>     viewer.setThreadingMode(osgViewer::Viewer::SingleThreaded);
>
> Again it's a long shot given we really don't know enough about the OSG
> version you are using, which viewer library/classes and the fact
> you're trying to control everything thing through swig wrappers.
>
> Robert.
>
> On Wed, Oct 8, 2008 at 7:04 PM, Chris <[EMAIL PROTECTED]> wrote:
> > I had just read the osg archive and set the text DataVariance to DYNAMIC,
> > with high hopes..unfortunately still crashes :(
> >
> > _text->setDataVariance(osg::Object::DYNAMIC);
> >
> > I create my Text in response to a keystroke, and add it to the scene. The
> > next keystroke removes and deletes it. Each time I create it, the initial
> > rendered text string does not change.
> >
> > ( Also set my loaded osgText::Font to DYNAMIC DataVariance, doesn't help.
> )
> >
> > BTW I noticed there were some nvidia problems in the archives; I do have
> an
> > NVidia driver (my machine is a Toshiba Tecra M4, Geforge Go 6200 (three
> > years old), driver date 3/14/2005, version 7.1.4.1 )
> >
> > as per your StateSet DataVariance comment, should i do that as well ? I'm
> > not familiar with osg's thread models, but I just call render within my
> > app's main thread, and I dont' explicitly create other threads myself.
> >
> > On Wed, Oct 8, 2008 at 1:21 PM, Paul Melis <[EMAIL PROTECTED]> wrote:
> >>
> >> Robert Osfield wrote:
> >>>
> >>> Are you dynamically updating the text each frame?  If so set the
> >>> DataVariance to DYNAMIC.
> >>>
> >>
> >> Hmmm, if setting it to STATIC causes a crash like this, might that be a
> >> design flaw?
> >>
> >> Paul
> >>
> >>> Robert.
> >>>
> >>> On Wed, Oct 8, 2008 at 6:09 PM, Chris <[EMAIL PROTECTED]> wrote:
> >>>
> >>>>
> >>>> Hi,
> >>>>
> >>>> I'm having semi-random crash bugs when I add an osgText drawable to my
> >>>> scene. The actual error is a mem access violation, and it occurs after
> >>>> I've
> >>>> added & removed the node containing the drawable from the scene a
> random
> >>>> number of times' (usually from 1 to 10 times)
> >>>>
> >>>> The exception occurs in the same place in the call stack, apparently
> >>>> somewhere in my open gl .dll (nvoglnt.dll). One thing that puzzles me
> is
> >>>> that I'm using SWIG, and from the call stack the function
> >>>> PySwigObject_Check(PyObject *op) ) seems to call into the osgUtil
> .dll,
> >>>> which in about 10 stack layers ends up calling nvoglnt.dll. I don't
> know
> >>>> why
> >>>> 'PySwigObject_Check' would be caling the osg .dll, (see func copied
> >>>> below),
> >>>> but maybe some sort of wierd thread confusion ?
> >>>>
> >>>> SWIGRUNTIMEINLINE int
> >>>> PySwigObject_Check(PyObject *op) {
> >>>>  return ((op)->ob_type == PySwigObject_type())
> >>>>    || (strcmp((op)->ob_type->tp_name,"PySwigObject") == 0);
> >>>> }
> >>>>
> >>>> The crash does NOT occur if I repeatedly create/delete the osgText
> >>>> drawable
> >>>> but don't add it to my scene. It does not crash during the render but
> >>>> seems
> >>>> to corrupt something that fails elsewhere (apparently in
> >>>> 'PySwigObject_Check' )
> >>>>
> >>>> While I can't be certain it's not my code, I have been running the
> same
> >>>> render code (which uses osg) now for a few years without problems.
>  Note
> >>>> that I dont explictly create extra threads in my code, beyond what osg
> >>>> might
> >>>> be doing.
> >>>>
> >>>> I thought this looked like some thread/mutex problem, or pehaps a VC++
> >>>> STL
> >>>> problem   (anyone had these issues with osg Text before?) I created a
> >>>> new
> >>>> version of osgText that hacks out the STL-based 'String' class used to
> >>>> 'setText', but no dice.
> >>>>
> >>>> I was running on WinXP, using compiler: Visual Studio .net 2002.  I
> just
> >>>> installed Osg 2.7.1, and Visual Studio Express 9.0; but the crash
> still
> >>>> occurs.
> >>>>
> >>>> TIA,
> >>>> Chris
> >>>>
> >>>> --
> >>>> www.sketch3.com
> >>>>
> >>>> _______________________________________________
> >>>> osg-users mailing list
> >>>> [email protected]
> >>>>
> >>>>
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >>>>
> >>>>
> >>>>
> >>>
> >>> _______________________________________________
> >>> osg-users mailing list
> >>> [email protected]
> >>>
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >>>
> >>
> >> _______________________________________________
> >> osg-users mailing list
> >> [email protected]
> >>
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
> >
> >
> > --
> > www.sketch3.com
> >
> > _______________________________________________
> > osg-users mailing list
> > [email protected]
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
> >
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