Hi Daniel, I am in pretty much the same situation as you in terms of
having to port a Performer app to OSG. For the most part it has
relatively painless.
The only problem that I ran into was with the use of shared memory. The
app I am porting has several processes that share a memory segment where
the Performer scene graph resides. OSG doesn't support the ability to
configure the memory allocation routines so that memory is allocated in
a shared memory segment. I thought I could extend or modify the OSG code
myself to support this functionality, but in investigating this
possibility I discovered this bug in gcc that basically makes it
impossible to use shared memory with c++ classes that have virtual
functions, here is the bug in case you want to read about it:
http://gcc.gnu.org/bugzilla/show_bug.cgi?id=21251
The bug has been resolved as INVALID, but I talked to the guy who
submitted it and he said that they are refusing to fix it at this time
because it was too much work. Apparently it worked fine in older
versions of gcc - so if you can use a gcc version prior to 3.4.3 then
you can get around the lack of shared memory support in OSG by using
"placement new" and this open source library:
http://allocator.sourceforge.net/
Of course it might just be simpler to switch your app from multi-process
to multi-thread, that way you won't have to use shared memory.
Hope that helps.
Alex
DANIEL BASS wrote:
I have a moderate sized (about 20K lines) OpenGL Performer (C++ / Linux)
application.
With the future of Performer somewhat questionable, I would like to migrate
this application
to an open source scenegraph.
Does anyone here have experience/advice on porting Performer to OSG? Any
thoughts
on level-of-effort? What features of Performer are not available in OSG?
Thanks,
--daniel
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