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Hi
all, After
juggling some thirdparty dependencies on Win32 I’ve managed to get a
debug build of OSG working with my app and found a possible bug in Texture2D. My
app is crashing during the first call to sceneview->cull() during
displaylist construction. In Texture2D::apply(State& state), the line TextureObject*
textureObject = getTextureObject(contextID); (line 115, texture2d.cpp) is returning
a NULL ptr. Because there is a valid texture, control flow passes into the third
“if” statement and attempts to call textureObject->bind();
(line 179, texture2d.cpp) which
causes a memory fault. For
some reason, if I delay adding geometry to the scene until after calling
update(), cull() and draw(), things work fine. I’ll keep looking into the
problem, but from the code it looks as though getTextureObject(contextID)
should not be returning NULL … Gian Gian Lorenzetto
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