Hi Don (Philip and Robert),
I have kind of solved the problem.. Some things I thought I might
point out just to help anyone in the future... and perhaps so people
could shed some light on the subject for me...
I had been using Open Scene Graph examples as bases for projects on
the PC.. It's just easier and quicker than creating a new project
(and there are so many to choose from!).
On further investigation I found that quite a lot of the examples
(even in Release builds) still depend on debug libraries. I found
that strange as I am sure that is not normal. I have verified this
twice by creating new installs from two different recent nightly
tarballs. I don't know if this is an issue only I am experiencing, or
if there is a reason for this.. But it's definitely happening on my
PC. Perhaps I need to look at my Visual Studio install. Or perhaps
this is something to do with some strange requirements from some of
the PlugIns? On my PC, for example, freetype requires some osg debug
static libraries when trying to build a straight debug version..
I was also having massive problems creating Release builds of apps,
as the dependency on dlls that my manifest file had no idea about,
and were not actually required, were causing all my apps to refuse to
load. Good grief, manifest files on Visual Studio are insane! For
example, my release build of a small app required both
OpenThreadsWin32d.dll and OpenThreadsWin32.dll - Strange!
So, I created a completely new Visual Studio project and then
manually handled all of the dependencies, includes and so on... This
worked fine and created a nice neat clean project for me, and solved
all of the Manifest - Deployment problems I was having.
So, although at first glance it seems simpler, and on the OSG notes
it suggests using existing OSG projects to build from, I would
strongly recommend biting the bullet and putting your own dedicated
project together, once you have built everything you need from OSG in
Visual Studio.
If nothing else my familiarity with the setup of OSG on Windows is
now almost as good as that of OS X.
The declaration of the class variable in my main loop which allows
the window class to exist, and the window name crash bug, seem very
strange, and I would love if you had any more info on your comments,
Philip. So that I may try to wrap my head around that and solve it. I
have not actually checked if this problem has gone away in my new
Visual Studio setup, but will today.
This sounds like a simple byte alignment problem - the same header
file is included by two different files but each file has a
different packing pragma.
Other issues...
Don,
On my OS X installation of this application everything is absolutely
100% rock solid.. In the body of the program I am generating model
data dynamically and colour tables, as well as vertix lists... All
pretty hard stuff to track down bugs in if you have one.. but fine
when it works.. and also not something that general questions in this
list are going to be very helpful to me or the list!!
So I am relaying this anecdotally..
On the PC this is where the crash was actually occurring (which I
thought was to do with this window class issue): As OSG, when
culling, tries to access a member in a Vertix list. The crash says I
am accessing a vertix index that is out of range, but I have traced
this down to the very last byte, and know the vertix list and the
indexes I use to refer to it are correct.
I can't believe that the Mac is so much more forgiving than the PC
that it would allow a bug to exist like this for hundreds of hours of
trouble free run time, and the PC would simply bomb out on the first
pass through that same data. But perhaps someone can suggest another
way I can verify what is going on. Or this description will cause a
light bulb to come on in someone's head, and point out where I may be
going wrong.
That was the first one.
Also, on the PC version of my code I am getting quite a few OpenGL
errors. All very strange. 'Error after renderbin' type errors.
Everything draws fine, but there is obviously some glitch or problem,
which may be realted to the above issue. So, again, I know this is
vague, but if anyone else on the list is doing anything remotely
similar to me, cross platform, and has any similar issues I would
love to hear your woes.. Perhaps together we can speed the problem
solving process.
Finally, did I read correctly somewhere that the mouse track wheel is
not supported for Win32 in Producer yet?
I am able to get everything from my PC mouse except the track wheel
readings.
I have had this working before, but since changing to to this system
of SimpleViewer / Producer rendersurface I don't seem to be getting
anything back through any of the Scroll EventHandler callbacks I have
set up.. Buttons, mouse movement, dragging etc. all fine, but no
track wheel... Is there something I am missing there?
Sorry for the long email.. and thanks for your time..
Kind regards,
Stephen.
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