Hi Robert,

I updated to the svn trunk today, and i can notice a crash when quitting
my application. To be sure it was with the new texture manager i defined
USE_NEW_TEXTURE_POOL to 0 and then to 1.

I dont have yet found the problem, but i guess it's linked with my
texture manager, i own some static that reference texture.

The segfault appear when quitting
Program received signal SIGSEGV, Segmentation fault.
#0  0xb6ef7ddf in ?? () from /lib/libc.so.6
#1  0xb5dddc40 in ?? () from //usr//lib/opengl/nvidia/lib/libGLcore.so.1
#2  0xb5dddc40 in ?? () from //usr//lib/opengl/nvidia/lib/libGLcore.so.1
#3  0xb54f2008 in ?? ()
#4  0xb54f2008 in ?? ()
#5  0xb6193d60 in ?? () from //usr//lib/opengl/nvidia/lib/libGLcore.so.1
#6  0xb6fd0bcb in ?? () from /lib/libc.so.6
#7  0xb6fd26e8 in ?? () from /lib/libc.so.6
#8  0xb6fcf469 in ?? () from /lib/libc.so.6
#9  0xb6fcf442 in ?? () from /lib/libc.so.6
#10 0xbfc68254 in ?? ()
#11 0xa7200010 in ?? ()
#12 0x0000001d in ?? ()
#13 0x00000000 in ?? ()

I guess there is something wrong with my texture management and the new
texture pool.

I continue to dig

Cheers,
Cedric

-- 
+33 659 598 614  Cedric Pinson mailto:[email protected]
http://www.plopbyte.net


On Fri, 2009-10-02 at 22:21 +0100, Robert Osfield wrote:
> Hi All,
> 
> I've been pretty quiet and the public list/forum through September,
> keeping my head down developing new functionality for the OSG...  and
> the new functionality I'm pleased to announce today is that we now
> have a loverly new back-end implementation for texture objects and
> buffer objects (VertexBufferObject, ElementBufferObjects and
> PixelBufferObjects's) that provides a set of GL objects pools that
> enable recycling of both orphaned GL objects and reuse of GL objects
> that are still attached to the scene graph, but are stale - i.e.
> haven't been rendered in the last frame.
> 
> The benefit the GL object pools provide is that we can scale up the
> scene graph in main memory without blowing OpenGL driver and GPU
> memory as we would do without the new pools.  This feature also
> reduces the likely-hood of thrashing of OpenGL driver and GPU memory
> so that where we might have previously seen frame drops due to memory
> management we avoid them completely or reduce there impact.  The
> memory pools will come in there own once we scale down the GPU memory
> size, such as embedded systems, or on desktop/workstation applications
> where GPU memory can be overflowed due to massive databases being kept
> in main memory.  In the later case this issue is more compounded on
> some OS's, such as Vista, that limits the amount of memory that OpenGL
> drivers can allocate, so here it should help make the app more stable
> (avoid the crashes due to out of memory errors) and faster.
> 
> So... how to try out the new texture and buffer object pools?   First
> up you'll need to update to the latest OpenScenGraph svn/trunk.  Next
> you'll need to enable the pools by setting the env vars: (example
> below for bash)
> 
>   export OSG_TEXTURE_POOL_SIZE=100000000 // size in bytes (100Mb)
>   export OSG_BUFFER_OBJECT_POOL_SIZE=200000000 // size in bytes (200Mb)
> 
> Then run your app with some big data, such a large paged database, you
> can push the amount of main memory used by enabling the MaxPagedLOD
> feature in the DatabasePager via:
> 
>   export OSG_MAX_PAGEDLOD=100000 // keep in memory a maximum of
> 100,000 PagedLOD nodes
> 
> You can also set these values programmatically via osg::DisplaySettings.
> 
> A word of warning though, I have almost completely rewritten the way
> that the backend that drives texture objects and buffer objects, even
> when you don't enable the texture/buffer object pools, the code
> managing the GL objects is still completely different. With major
> changes like this comes the likelihood of regressions.  I've been
> doing a range of tests at my end, but it's still far more limited in
> scope to what the community will expose the OSG to, so... there you
> may way see problems that I haven't.  The best I can do is endeavor to
> get them fixed as quickly as possible, just let me know if you see
> something odd and I we can work together to spot what the underlying
> problem and squish it.  The more testing we can get the quicker we can
> shape the code up to being release quality.
> 
> Have fun with it :-)
> Robert.
> _______________________________________________
> osg-users mailing list
> [email protected]
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> 

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