Hi,

In our application we create new objects in runtime. Most of the time newly created objects are not in frustum in the beginning hence they do not result in a stutter But, when the object comes into the frustum texture download and display list creation results in stutters.

It is acceptable for us to have stutter when the object is created so whenever we create an object we use GLObjectVisitor to compile GL objects. We do this in a FinalDrawCallback. The problem we are facing is that this results in crashes. The crash is very rare. Sometimes more than an hour passes with hundreds of objects created and destroyed. There are some computers; however, where the problem is far more frequent. The difference of these computers is that they have Quaddro cards and more powerful CPU's.

Our application uses DrawThreadPerContext and all test computers have at least two CPU's. When we run in SingleThreaded mode we do not see any problems. So the question is whether it is safe to use GLObjectsVisitor in a FinalDrawCallback? If not, how should it be used?


General info:
OS: Suse 10.3
CPU: Several different CPU's (at least two CPU)
Graphics : Several different NVidia cards
OSG: 2.9.5 (SVN version 10258)


Tugkan
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