Hello Marc,

I have the same problem here. I didn't test OSG 1.2 however since I kept the
1.0 version because of this bug. I tested it on Windows XP with VR Juggler
2.0.1 and OSG 1.1. Like you, it doesn't work with VR Juggler but it works
with OSG viewer. What I think is that OSG changed since version 1.0 and that
VR Juggler is doing something incompatible with the new code. Even if there
is a new version of VR Juggler, it doesn't seem to resolve the problem. 

I already posted a message in the VR Juggler community about this but you
should do it too.

See ya!

Fred

> -----Original Message-----
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED]
> Sent: Tuesday, September 26, 2006 1:24 PM
> To: OSG List
> Subject: [osg-users] Problems loading 3DS files since OSG 1.1
> 
> Hi,
> 
> I had Emailed a while back about a problem we have when loading 3DS
> files. The problem seems to remain present in the OSG 1.2 release. I am
> still investigating to determine if the problem is caused on my side or
> if it is really something that relates to OSG. Here are the observations
> so far:
> 
> - Whenever I load a 3DS file (windows platform, OSG 1.2 and VRJuggler
> 2.0), once the render window appears, it remains black and the task
> manager reports that RAM usage keeps increasing (memory leak?) for as
> long as I let the application run.
> - The application can load FLT files without any problems (same geometry
> as the 3DS).
> - The problem initially showed on OSG releases past 1.0 (1.1 and 1.2
> cause the problem in my app.)
> - osgviewer (osg 1.2) does load the same 3DS file (yes, it indeed points
> to my code but I am still keeping the final vote pending until I can
> find what is going on)
> 
> The lib3ds module did change a bit from 1.0 to later versions, but not
> significantly. I saw a few changes like removing the long attribute on
> some variables as well as the addition of a big-endian related function.
> Since it works with osgviewer, it more points to a memory corruption /
> memory overrun condition. A change on the OSG code could have pushed
> some memory address space just so that it now falls where a bad pointer
> is corrupting memory. I hope I am wrong here...  This could be nasty to
> track down.
> 
> Did anyone else witness such behaviors with 3DS files since OSG 1.1 and
> up? If you have any suggestions on what to try and check first, please
> drop me a line.
> 
> Thanks
> 
> --
> =====================================
> Marc Bernatchez
> Candidat au Ph.D.
> Ecole Polytechnique de Montreal
> Montreal, QC, CANADA
> =====================================
> Virtual Reality web site, VResources:
> http://vresources.org
> =====================================
> 
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