Hi,

I am experiencing a strange problem in my iOS app using OpenSceneGraph. 

I use this code to create a graphics context


Code:

- (osg::ref_ptr<osg::GraphicsContext>)createGraphicContext
{
    
    //create our graphics context directly so we can pass our own window
    osg::ref_ptr<osg::GraphicsContext::Traits> traits = new 
osg::GraphicsContext::Traits;
    
    // Init the Windata Variable that holds the handle for the Window to 
display OSG in.
    osg::ref_ptr<osg::Referenced> windata = new 
osgViewer::GraphicsWindowIOS::WindowData(self.renderView, 
osgViewer::GraphicsWindowIOS::WindowData::ALL_ORIENTATIONS);
    
    // Setup the traits parameters
    traits->x = 0;
    traits->y = 0;
    NSLog(@"is retina display? content scale factor is: %f", 
self.renderView.contentScaleFactor);
    traits->width = 
self.renderView.bounds.size.width*self.renderView.contentScaleFactor;
    traits->height = 
self.renderView.bounds.size.height*self.renderView.contentScaleFactor;
    
    NSLog(@"Traits width is %d, traits height is %d", traits->width, 
traits->height);
    traits->depth = 16; //keep memory down, default is currently 24
    traits->sampleBuffers = true;
    traits->samples = 4;
    traits->alpha = 8;
    traits->windowDecoration = true;
    traits->doubleBuffer = true;
    traits->sharedContext = 0;
    traits->setInheritedWindowPixelFormat = true;
    
    traits->inheritedWindowData = windata;
    
    // Create the Graphics Context
    osg::ref_ptr<osg::GraphicsContext> graphicsContext = 
osg::GraphicsContext::createGraphicsContext(traits.get());
    
#ifdef DEBUG_OPENSCENEGRAPH
    osg::setNotifyLevel(osg::DEBUG_INFO);
#else
    osg::setNotifyLevel(osg::FATAL);
#endif
    
    return graphicsContext;
    
}




Now if I use the option    


Code:
traits->sampleBuffers = false;




there is no problem.

But when I enable the antialiasing by setting it to true


Code:
    traits->sampleBuffers = true;




After around 6 - 7 changes of orientation in the app (i.e. when the user 
rotates the device),
the app crashes due to memory pressure. 
The strange thing is that I am looking to the memory reported by XCode and the 
memory is below 30 MB when the crash happens. 

Do you have any idea why this crash is happening?

Am I missing some setting during the Graphics context creation ?

Thank you very much for your support,

John[/code]

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=58729#58729





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