Andreas Goebel schrieb:
Hello Bertrand,
thanks for your help. It sounds like there is no shadow in vmware, is
it? At least it doesn´t crash at once. But naturally, if osg detects
that there is no fbo supported, it will fall back to a different
mechanism (pbuffer), which also works on my machine.
So if there are any other MinGW users that have a real Windows-Box
running, it would be really nice if you could tell me if on your
machine with your mingw examples like osgdepthshadow, psgprerender and
so on are running with the fbo-extension.
My hardware is a NVIDIA GForce Go 7400, and with the precompiled
binaries by Mike _all_ examples run flawlessly. I have really tried to
debug this (for hours, believe me), but I can´t get a clue.
Thanks for your help,
Andreas
Hello,
I did some more debugging. As I don´t get a valid backtrace (only
millions of empty lines), I tried to localize the crash with breakpoints.
The last debug-message I get is "Setting up
osg::CameraNode::FRAME_BUFFER_OBJECT", which is in RenderStage.cpp:329.
If I set a breakpoint in osgdepthshadow.cpp:480, this is before the crash.
But if I set a breakpoint directly before the RenderStage.cpp:329, I
never get there.
Very strange. GDB is known to be working unreliably in mingw, so I don´t
get any closer to this.
Regards,
Andreas
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