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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