I had for a good long time an error that sounds similar to this. We had
*timeBeginPeriod
*set pretty low, to like 1. Turns out this was causing a lot of
dead-locking in the NVidia driver. I have also found NVIDIA Nsight to be
pretty useful for tracking down some issues with hangs. We had another
issue where a 3rd party lib we were using made a few unneeded glGetInt
calls every frame. This seemed to cause some intermittent long hangs when
we ran multiple instances of our program at the same time. I was able to
find this one pretty quickly with Nsight.
On Friday, March 13, 2020 at 3:44:16 AM UTC-5, Alexandre Vaillancourt wrote:
>
> Hello all!
>
> We've recently been having some intermittent crashes ("hangs"--Windows
> shuts down the process after a 2 seconds freeze in the graphics API)
> occurring in the nVidia's OpenGL dll. Google searches revealed that this
> can occur if we supply bad data to OpenGL.
>
> Are there features in OSG to detect such incorrect data in our models?
> Concurrent vertices, bad normals, bad UVs, etc.--stuff that could be
> correct or incorrect if defaulted (the crash is intermittent)?
>
> We're using OSG 3.6.3, we read .flt files and convert them to .osgb with
> a convert tool of our own (using OSG), then we read those .osgb in our
> app.
>
> Thanks!
>
> --
> Vaillancourt
>
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