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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