Hi Brad,

I’m currently trying to track down a render-time application crash. What
I’m wondering is how to trace from a crash in the rendergraph to the
associated node(s) in the scene graph. Is there any straight forward way?

Once you've captured a crash in the debugger, you'll generally be right at the point of the crash in the stack trace, so you can inspect any local variables or the this pointer's members for clues. Generally you might have access to a state or stateset pointer, and in that case you can go up to its _parent, which might be a drawable or a node, check to see if it has a name, if not go to _parent again until you find one that has a name.

Also check if all state attributes in the state or stateset are valid (good pointers and not deleted), etc. If your app is crashing somewhere deep in the draw traversal that might be one thing that could happen.

Finally you can generally check the stack trace of other threads running, one thing that might happen to make your app crash is if one thread is in the process of modifying or deleting some object that the draw traversal is currently using.

All this info is easily available in the Visual Studio debugger, I personally think it's a very good debugger.

Hope this helps,

J-S
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Jean-Sebastien Guay    [email protected]
                               http://www.cm-labs.com/
                    http://whitestar02.dyndns-web.com/
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