Hi Robert,

Here's a couple of tests that I'd appreciate it if users
could run and report back results (along with platform/hardware info).

I think there's something wonky on the Windows side for your example, because here are the results I get:
_______________________________________________________

>osgmemorytest --window -c 1000
iteration 0
Exception caught, contexts completed = 0, gl objects successfully applied =0, error = Failed to create GraphicsWindow

>osgmemorytest --pbuffer -c 1000
iteration 0
Exception caught, contexts completed = 0, gl objects successfully applied =0, error = Failed to create PixelBuffer

>osgmemorytest --texture 256 256 -g 10000
Exception caught, contexts completed = 0, gl objects successfully applied =0

>osgmemorytest --geometry 32 32 -g 10000
iteration 0
Successful completion, contexts created = 1, gl objects applied =0

>osgmemorytest --geometry-vbo 32 32 -g 10000
iteration 0
Successful completion, contexts created = 1, gl objects applied =0

>osgmemorytest --geometry-va 32 32 -g 10000
iteration 0
Successful completion, contexts created = 1, gl objects applied =0

>osgmemorytest --fbo 256 256 -g 1000
iteration 0
Successful completion, contexts created = 1, gl objects applied =0

>osgmemorytest --fbo 1024 1024 -g 1000
iteration 0
Successful completion, contexts created = 1, gl objects applied =0

>osgmemorytest --fbo 2048 2048 -g 1000
iteration 0
Successful completion, contexts created = 1, gl objects applied =0
_______________________________________________________

Those first three are weird, seems it can't create a GraphicsWindowWin32 and PixelBufferWin32, and the third without an error... I've seen problems creating GraphicsWindowWin32 objects programmatically before, the window classes are not registered so you need to create one window at startup with default traits using GraphicsContext::createGraphicsContext(traits) and then doing new GraphicsWindowWin32 will work. Perhaps this is the problem here.

Then the others are also weird, they all report success but gl objects applied =0...

I don't have time to debug at this moment, I'll see if I can check into it in the next few days. It's an interesting example to be sure, but only if we can get it to behave consistently across platforms.

J-S
--
______________________________________________________
Jean-Sebastien Guay    [EMAIL PROTECTED]
                               http://www.cm-labs.com/
                        http://whitestar02.webhop.org/
_______________________________________________
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to