Hi Lawrence;
Thanks for the help.
Sorry for the confusion; it doesn't actually fail on that line; it fails
deep inside CopyOp; this is the stack trace from the previous code;
osg130-osg.dll!osg::CopyOp::operator()(const osg::Node * node) Line
56 C++
osg130-osg.dll!osg::Group::Group(const osg::Group & group, const
osg::CopyOp & copyop) Line 40 C++
osg130-osg.dll!osg::Group::clone(const osg::CopyOp & copyop) Line
38 C++
osg130-osg.dll!osg::clone<osg::Node>(const osg::Node * t, const
osg::CopyOp & copyop) Line 250 C++
osg130-osg.dll!osg::Group::Group(const osg::Group & group, const
osg::CopyOp & copyop) Line 40 C++
osg130-osg.dll!osg::Group::clone(const osg::CopyOp & copyop) Line
38 C++
osg130-osg.dll!osg::clone<osg::Node>(const osg::Node * t, const
osg::CopyOp & copyop) Line 250 C++
fgfs.exe!simgear::copyModel(osg::Node * model) Line 94 C++
fgfs.exe!sgLoad3DModel_internal(const SGPath & path, const
osgDB::Options * dbOptions, SGPropertyNode * overlay) Line 342 C++
copy model (simgear model.cxx:84) uses the following flags.
Node* copyModel(Node* model)
{
const CopyOp::CopyFlags flags = (CopyOp::DEEP_COPY_ALL
& ~CopyOp::DEEP_COPY_TEXTURES
& ~CopyOp::DEEP_COPY_IMAGES
& ~CopyOp::DEEP_COPY_STATESETS
& ~CopyOp::DEEP_COPY_STATEATTRIBUTES
& ~CopyOp::DEEP_COPY_ARRAYS
& ~CopyOp::DEEP_COPY_PRIMITIVES
// This will preserve display
lists ...
& ~CopyOp::DEEP_COPY_DRAWABLES
& ~CopyOp::DEEP_COPY_SHAPES);
return (CopyOp(flags))(model);
}
At the top of the stack inside operator() the node in question is all
garbage - which looks like something that has been deleted.
osg::Object {_name={...} _dataVariance=???
_userDataContainer=??? } osg::Object
_initialBound {_center={_v=0x8003d900ed55904f {???, ???,
???} } _radius=??? } osg::BoundingSphereImpl<osg::Vec3f>
_computeBoundCallback {_ptr=??? }
osg::ref_ptr<osg::Node::ComputeBoundingSphereCallback>
_boundingSphere {_center={_v=0x8003d900ed559067 {???, ???,
???} } _radius=??? } osg::BoundingSphereImpl<osg::Vec3f>
_boundingSphereComputed <Unable to read memory>
_parents { size=??? } std::vector<osg::Group
*,std::allocator<osg::Group *> >
_updateCallback {_ptr=??? } osg::ref_ptr<osg::Callback>
_numChildrenRequiringUpdateTraversal <Unable to read memory>
_eventCallback {_ptr=??? } osg::ref_ptr<osg::Callback>
_numChildrenRequiringEventTraversal <Unable to read memory>
_cullCallback {_ptr=??? } osg::ref_ptr<osg::Callback>
_cullingActive <Unable to read memory>
_numChildrenWithCullingDisabled <Unable to read memory>
_numChildrenWithOccluderNodes <Unable to read memory>
_nodeMask <Unable to read memory>
_stateset {_ptr=??? } osg::ref_ptr<osg::StateSet>
On 17/01/2019 10:56, Voerman, L. wrote:
Hi Richard,
I can't see how you can get a segfault on the line you indicate, so I
guess the node is somehow corrupted and the segfault is somewhere in
the copyOp.
I can only guess at what might be going wrong there, but my first
guess would be the DEEP_COPY_USERDATA.
Laurens.
On Thu, Jan 17, 2019 at 8:13 AM Richard Harrison <r...@zaretto.com
<mailto:r...@zaretto.com>> wrote:
On 15/01/2019 09:03, Robert Osfield wrote:
>> illustrated it well) and I'm currently flying one of my long
test routes.
> Fingers and toes crossed.
..and alas after 30h I've got a similar looking problem; the
pattern is
the same i.e. DatabasePager loading something whilst ObjectCache is
expiring.
This time it's a segfault in the DatabasePager during a copy of a
model
that has just been loaded (simgear, SGReaderWriterXML.cxx:342)
options->setDatabasePath(texturepath.local8BitStr());
osgDB::ReaderWriter::ReadResult modelResult;
modelResult =
osgDB::readRefNodeFile(modelpath.local8BitStr(),
options.get());
if (!modelResult.validNode())
throw sg_io_exception("Failed to load 3D model:" +
modelResult.message(),
modelpath);
> model = copyModel(modelResult.getNode());
The object currently being expired in the ObjectCache doesn't seem to
bear any relation to the model being loaded; one is a windsock and
the
other a radio tower.
This is after I changed all of the osg::getSomething into
osg::getRefSomething.
I'm now a little confused as I was sure that the fix would work; I've
kept the debug session open in case there is anything that I need to
inspect.
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