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
Technology & Software Manager
Anatomics Pty Ltd
Suite 4 Level 1, 568 St Kilda Rd, Melbourne VIC 3004 Australia
Telephone +61 (0) 3 9529 8088
Facsimile +61 (0) 3 9529 8099
Email [EMAIL PROTECTED]
www.anatomics.com

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