Hi Marc, I'm taking a guess here, but it sounds like the same problem some people ran into with using SceneView (post OSG 1.0), display lists and NVidia cards on Windows.
I'm not sure if VRJuggler uses SceneView, but search for the threads by "Gian Lorenzetto" on model loading. The workaround suggested by Robert was this (supposing you are using SceneView): ------8<------------ sceneview = new osgUtil::SceneView; sceneview->setDefaults(); sceneview->setInitVisitor(new osgUtil::GLObjectsVisitor(osgUtil::GLObjectsVisitor::COMPILE_STATE_ATTRIBUTES)); sceneview_->setSceneData(... ------8<------------ regards jp Marc Bernatchez wrote: > Well, I did further tests and I see the problem even if virtually all my > code is commented out (leaving only the VRJuggler kernel and the OSG > rendering alive). Since I run in "simulator" mode with VRJ, it normally > displays the green wand icon. Well, when the problem happens, it doesn't > render either, that tells me that VRJ own OGL rendering is not happening > either. This being said, it doesn't stop the normal flow inside the > application as I can break in my update routines. So it still goes > through all the normal flow of events but something really bad happens > at the rendering stage. This would let us think that OSG is probably > involved in the problem as it does most of the OGL rendering tasks, or > does it? It is also a strange coincidence that an OSG version change > (where lib3DS has been modified) causes this bug to appear. So far, the > bug is only contained within 3DS file loading, not FLT files. Could it > be that the resulting internal format of the loaded vertices has become > incompatible with VRJuggler OGL rendering routine formats? Could we try > to link the old lib3DS code within the new OSG 1.2 code? Would it be > compatible? > > I had been thinking about a possible interaction with VRJuggler as I add > seen a few others complain about JPG textures loading problem if I > recall correctly. These problems appearance coincided with the OSG 1.1 > release as well. It seems to me that there is a definite interaction > between the new 3DS handling in the OSG code with VRJ. When it starts > endlessly looping, if I break, I am always in VRJ code. Is there a race > condition or something having to do with VRJ and OSG threads fighting > over each other, I don't know. By the way, I think I noted some code > change in OSG about mutexes… can that be related to a VRJ render thread > being paralyzed by something from OSG? > > VRJuggler alone works. OSG alone works. Who is doing something wrong, > hard to say... > > Let us know if you people out there find other clues into this. I'll > post new findings as I make progress. This is definitely a show stopper > for me as I rely heavily on the 3DS format and need new functionalities > of OSG 1.1+ at the same time. I do not know if this is a rare occurring > bug as few seems to have seen it, but I feel the more we let it go, the > more it becomes a time bomb monster that will get worse in time. > > Thanks Frédéric and the others. > -- This message is subject to the CSIR's copyright, terms and conditions and e-mail legal notice. Views expressed herein do not necessarily represent the views of the CSIR. CSIR E-mail Legal Notice http://mail.csir.co.za/CSIR_eMail_Legal_Notice.html CSIR Copyright, Terms and Conditions http://mail.csir.co.za/CSIR_Copyright.html For electronic copies of the CSIR Copyright, Terms and Conditions and the CSIR Legal Notice send a blank message with REQUEST LEGAL in the subject line to [EMAIL PROTECTED] This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
