While this did not directly solve the problem, it pointed me to it. By calling state.disableAllVertexArrays() before doing the state.set* calls, it now works. I am going through to find out if there is one specific array that was causing the issue and also to see if I can recreate the same thing using raw gl calls as well. I will post what I find so if anyone else ever has this problem the answer will be available. Thanks Robert!
-----Original Message----- From: [email protected] [mailto:[email protected]] On Behalf Of Robert Osfield Sent: Thursday, September 13, 2012 9:18 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Using glDrawElements causes crash with osg::Stats Hi Karl, On 13 September 2012 12:30, Cary, Karl A. <[email protected]> wrote: > It is crashing in the glDrawElements call, which I can't step in to. > All the data passed in looks valid in the debugger. This suggest to me that one of the vertex attribute arrays has been left enabled and the OpenGL driver is attempting to read from it past the end of the data that had previous set up for that array. For instance, perhaps the colour array is left on. Have a look at the osg::Geometry::drawImplementation(osg::RenderInfo&) method, it has a code block where it does: state.lazyDisablingOfVertexAttributes(); // then does all the state.setVertexPointer(..) that are required state.applyDisablingOfVertexAttributes(); // dispatch primitive data Perhaps something like this would work for your app. Robert. _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

