Hi Robert,

The exception on the texture allocation is concerning, could you run
> it in a debugger and found out what the stack trace is.
>

Here is the stack trace :

     msvcr80d.dll!_unlock(int locknum=8)  Line 376
     msvcr80d.dll!_unlockexit()  Line 760 + 0x7 bytes
     msvcr80d.dll!_CxxThrowException(void * pExceptionObject=0x00dbf170,
const _s__ThrowInfo * pThrowInfo=0x68fb3300)  Line 161
     msvcr80d.dll!operator new(unsigned int size=262144)  Line 64
     osg50-osgd.dll!operator new[](unsigned int count=262144)  Line 7 + 0x9
bytes
     osg50-osgd.dll!osg::Image::allocateImage(int s=256, int t=256, int r=1,
unsigned int format=6408, unsigned int type=5121, int packing=1)  Line 545 +
0x9 bytes
     osgmemorytestd.exe!TextureTest::allocate()  Line 150 + 0x2e bytes
     osgmemorytestd.exe!main(int argc=2, char * * argv=0x0247c828)  Line 441
+ 0x2d bytes
     osgmemorytestd.exe!__tmainCRTStartup()  Line 597 + 0x19 bytes
     osgmemorytestd.exe!mainCRTStartup()  Line 414

It fails when it try to allocate the data for the new image. It always
happend around the 7781, 7782 or 7783 image.
When it fails in debug 2.74 of my 3.0 Go ram is used .
When it fails in release 0.9 of my 3.0 Go ram is used .

I don't really know what to think about it.


Regards.
-- 
Christophe Loustaunau.
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