Robert,
I tested on VirtualBox (with and without 3D acceleration) and through
Remote Desktop connection to the VirtualBox. The crash is gone for all
permutations I tried!
I will continue to test, but the VBO fallback behavior and your fix
appear to be working very well so far.
There is an interesting distinction between needing to dirty a display
list (e.g., Drawable::dirtyDisplayList()) versus having to dirty a
primitive when using VBO (e.g., Array::dirty()). When a VBO request
falls back to a display list implementation, it is possible that a call
to dirtyDisplayList() in client code could be missing (because the
primitive array was dirtied instead of the display list for instance).
Not that this is a major issue, but it is something to think about when
fallback is a possibility.
Regards,
Judson
On 3/21/2013 12:49 PM, Judson Weissert wrote:
Robert,
Excellent, I will begin testing it now and report back.
Thank you,
Judson
On 3/21/2013 12:06 PM, Robert Osfield wrote:
HI Judson,
On 21 March 2013 15:23, Judson Weissert<[email protected]> wrote:
It looks like osg::State already has that flag. See
osg::State::_isVertexBufferObjectSupportResolved, and
osg::State::isVertexBufferObjectSupported. Perhaps just the guard is
missing?
I spotted this as well. I have added guards into the
osg::State::set*Pointer() methods and checked this into svn/trunk.
Attached is the modified include/osg/State.
Could you try it out.
Thank you for looking into this. My OpenGL/OSG debugging skills are not
quite where they need to be yet.
We all start with zero knowledge and progress from there. I've been
working on the OSG for over a decade (wow might even be 15 years now!)
and I'm still learning stuff about OpenGL/hardware/C++ and the even
OSG itself :-)
Robert.
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