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 > ===================================== > > _______________________________________________ > osg-users mailing list > [email protected] > http://openscenegraph.net/mailman/listinfo/osg-users > http://www.openscenegraph.org/ _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
