I also have been battling this bug. ATI pretty much thinks that it is
a bug in their driver for the X1600 in the MacBook Pro and iMac
(Intel). Supposedly it is fixed but the updated driver did not make
it into the 10.4.7 update for one reason or another. I have sent ATI
my program that crashes my MacBook Pro _everytime_ and they say with
the new driver they can not get their test systems to crash.
I have tested my app on 10.4.5/6/7 on a MacBook Pro. I also
tested it on another MacBook Pro and an Intel iMac and it also froze
those systems.
I tested it on an Intel Mini and a regular MacBook (which have
the Intel GMA950 GPU) and could not get the systems to freeze.
I tested the app on various PPC Macs and no freezes occur.
I tried some things with OpenGL Profiler but since the entire UI
freezes there isn't anything I can do at that point. The Freeze
requires a Hard reset of the computer.
I am hoping to meet up with the ATI and Apple folks at WWDC this
year to show them in person what is going on and my code.
This same hang up occurs if I use the VTK libraries in another app
that I have. Same hard freeze. Weird thing is that I can run Paraview
(which is built on top of VTK) in X-Windows and the freeze never
happens. Even with lots of "text" on screen.
So it may or may not be fixed. We will not know until 10.4.8 is
release with a new ATI driver (hopefully) and we can all test it.
If some one does create a small reproducible test case I would be
more than happy to take it with me to WWDC to show the engineers in
person.
This really kinda puts a kink in developing 3D apps on Apple
hardware right now.
Mike Jackson
On Jul 26, 2006, at 9:18 PM, E. Wing wrote:
I don't know about a work-around short of implementing a text system
based on FTGL's polygon fonts :)
But here's a couple more things you might play with which are probably
entirely unhelpful.
Now that you have a specific gl command as suspect, if you need to
verify it directly, you might try using the OpenGL Profiler and try
setting a break point for this instruction. You might instruct the
profiler to bypass execution for this instruction to see if the
hanging goes away.
You might also try forcing the software renderer run instead and see
if this avoids the problem. I don't know of an easy way to force it
from the OS, but I think there is an option available in the gl
context setup under pixel format attributes. (I think the value you
want is kCGLRendererGenericID.) You'll have to muck with the Producer
backend and figure out the stuff for AGL or CGL.
Out of curiosity, does your computer freeze when the scene itself has
text (osglogo, osgtext), or only when you pull up the help display?
And maybe running osgtexturerectangle to see if it also freezes the
system.
I know Apple also has some OpenGL code examples on their developer
connection site (usually showing something like Cocoa or Carbon
integration), some of which also demonstrate how to render text to
OpenGL. I recall some of these use texture font techniques too. You
might grab these and see if these freeze the system too. (They may not
use glTexSubImage2D but just glTexImage2D which may avoid the problem
though.) If they do freeze the system, you can at least point to Apple
code freezing in your bug report so they don't need to comb through
the OSG code.
-Eric
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Mike Jackson
imikejackson <at> gmail <dot> com
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