Re: [osg-users] [Android osgViewer] Light (ON/OFF) Button: does it really do something?
Hi Brend, Actually is a different philosophy. In GLES1 the fixed pipeline is used while in GLES2 a programmable pipeline must be used. There exist some work in progress in OSG to generate the shaders automaticly in order to emulate the fixed pipeline, but AFAIK it is not completed yet. So if you go for GLES2 you have to code your own shaders, like in OpenGL 3. Cheers. 2012/5/7 Bernd Kampl bernd.ka...@gmail.com thanks for the quick response! it's actually GLES2. so that's why it doesn't work. are there any downsides to using GLES1 instead of GLES2? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47588#47588 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jordi Torres Fabra gvSIG 3D blog http://gvsig3d.blogspot.com Instituto de Automática e Informática Industrial http://www.ai2.upv.es ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] Installing osg for Android on Windows (Eclipse)
Ou Yang, the latest test we did show that cmake-gui make some errors with the creation of Android scripts. Maybe that has changed but it's not a priority when you have the command line to do so. Compiling OSG for Android in Windows it's possible and there are some posts in the mail list/forum where they comment what they did. Since Google NDK 6/7 there have been some changes in the Windows scripts that provoke some path erros. We usually use the Linux for easiness in the building system so if you are new to these things you should go that way, but still with some learning you can do it in windows. 2012/5/7 Ou Yang vrcraze2...@gmail.com Hi, Jordi I had read the linked page in your post carefully, but still can't figure out how to build osg for android on windows. Since i have learned android development only recently, i'd like to ask something more concrete. When building for android on win7, could i generate project file with CMake gui, just like generating sln file for windows? What kind of tools should i choose? I have successfully built and run android ndk sample in eclipse, but i noticed that it built c++ files with cygwin and gcc and generated so file rather than dll. Should i built osg with cygwin? I have googled this issue extensively, but no any useful information for newbies lke me. Wang Rui's new book has some information on this issue, but only on linux. ... Thank you! Cheers, Ou :' :' :' -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47590#47590 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgvolume brightness and sample density
Hi Robert, Thanks for your help. The colour map in the osgvolume.cpp example contains specific colour. I would like to implement full range of colours as possible supported by osg. Any idea what I can do to create a colour map of full range colours. Thanks. Regards, Clement From: osg-users-boun...@lists.openscenegraph.org [osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield [robert.osfi...@gmail.com] Sent: Saturday, 5 May 2012 5:01 AM To: OpenSceneGraph Users Subject: Re: [osg-users] osgvolume brightness and sample density HI Clement, On 4 May 2012 19:30, clement@csiro.au wrote: Thanks again for your reply. I am a bit confused on using color map. I would like my program to support at least 8 bit color, so how should I create the color map? Where can I find more information? osgvolume.cpp does not have much details related to color map. You just assign colours to the TransferFunction1D. Go have a look at the API, the osgvolume.cpp provides code that does it. This stuff should be realtively straightforward to infer from the code you have in front of you. If you are struggling then perhaps it's time you went back to basics a bit more w.r.t OpenGL and C++ as none of this is particular advanced. I'm happy to point you in the right direction, but it's really not my place to teach you how to program computer graphics applications. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Intermittent crashes in osgTerrrain::Terrain::traverse(...) [SingleThreaded]
Hi Jason, I see a PositionAttitudeTransform in your stack trace and VPB doesn't generate databases with PATs so I'm wondering if it's something else going on. For historical reasons the loaded terrain is placed under a PAT node that is not really in use. So I don't think this is the issue. However, after putting the search lights on, I found an obsolete ReadFileCallback that adds an additional imagelayer to each tile when its loaded from disk. I have now removed the obsolete callback and I hope that this means that the intermittent crash won't show its ugly face again...:) Best regards, John On 05/03/2012 01:08 PM, Jason Beverage wrote: John, Does this happen in your app or in just in osgviewer with the vpb database? I see a PositionAttitudeTransform in your stack trace and VPB doesn't generate databases with PATs so I'm wondering if it's something else going on. Jason On Wed, May 2, 2012 at 8:19 AM, John Vidar Larring larr...@weatherone.tv mailto:larr...@weatherone.tv wrote: Hi all, We currently have an crash situation that we unfortunately cannot consistently reproduce, but when it happens it always occurs in osgTerrain::Terrain::traverse(osg::NodeVisitor) (see below for stack trace). The terrain is a standard, but fairly large osgTerrain database built with VPB. The osg version is 3.0.1 and the application runs osg in SingleThreaded mode. I haven't checked for changes in trunk yet, but has anyone else seen a similar stack trace lately? Best regards, John Warning: deleting still referenced object 0x7fdfdcafdd60 of type 'PN3osg10ReferencedE' the final reference count was 1, memory corruption possible. *** glibc detected *** metacast: corrupted double-linked list: 0x7fdfdcafde80 *** === Backtrace: = /lib64/libc.so.6[0x3a51275296] /lib64/libc.so.6[0x3a51277f44] /usr/local/borealis/lib64/libosgTerrain.so.80(_ZN10osgTerrain7Terrain8traverseERN3osg11NodeVisitorE+0x212)[0x7fe0020f9a52] /usr/local/borealis/lib64/libosgTerrain.so.80(_ZN10osgTerrain7Terrain6acceptERN3osg11NodeVisitorE+0x7a)[0x7fe0020fae4a] /usr/local/borealis/lib64/libosg.so.80(_ZN3osg5Group8traverseERNS_11NodeVisitorE+0x33)[0x7fe00330ca93] /usr/local/borealis/lib64/libosg.so.80(_ZN3osg25PositionAttitudeTransform6acceptERNS_11NodeVisitorE+0x5c)[0x7fe00336398c] /usr/local/borealis/lib64/libosg.so.80(_ZN3osg5Group8traverseERNS_11NodeVisitorE+0x33)[0x7fe00330ca93] /usr/local/borealis/lib64/libosg.so.80(_ZN3osg5Group6acceptERNS_11NodeVisitorE+0x59)[0x7fe00330e819] /usr/local/borealis/lib64/libosgViewer.so.80(_ZN9osgViewer6Viewer15updateTraversalEv+0xc5)[0x7fe001858f75] /usr/local/borealis/lib64/libosgViewer.so.80(_ZN9osgViewer10ViewerBase5frameEd+0x32)[0x7fe0018614f2] /usr/local/borealis/lib64/libme_geoquad.so.1(_ZN2Me9OsgFacade6renderERbdd+0xf88)[0x7fe005ae7618] -- This email was Anti Virus checked by Astaro Security Gateway. http://www.astaro.com ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] framerate drops drastically when turning child nodes on and off
Hi Philip -- I've been working with John on this. The FrameStamp's reference time should be clock time / elapsed seconds. Just to clarify, the code uses reference time only to control when to flip from one child to another, and that appears to be working correctly. John's performance drop also occurs when other mechanisms (such as Sequence nodes) are used to flip between children. As an additional data point, we have evidence to suggest the issue is platform-specific. We've seen it on some Linux systems with Quadro graphics, but the same code has a consistent framerate on Win7 systems with GeForce graphics. We were hoping the community would try the code and see if they are able to reproduce framerates that vary based on the child flip time. -Paul On 5/7/2012 5:16 PM, Philip Taylor wrote: I am not familiar with getReferenceTime but I think the root cause of your problem is probably the line: unsigned int intTime( nv-getFrameStamp()-getReferenceTime() / _deltaFlipTime ); You probably just need to check that it is producing the values you are expecting for 0.05 and 1.0 -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of John Kelso Sent: 07 May 2012 22:24 To: osg-users@lists.openscenegraph.org Subject: [osg-users] framerate drops drastically when turning child nodes on and off Hi all, We are creating a simple flipbook animation. There's a node at the top, and after a certain delta time the child node that's on is turned off, and the next child is turned on. If all the child nodes are turned on we get a nice solid 60 FPS. Spin it around, move it here and there, no change in FPS. So the prolem isn't just too much data to fit on the card. When we animate with a delta time of .05 seconds we also get a nice smooth animation at 60 FPS. But, here's where things get weird, if we use a delta time of 1 second we get a sudden and very drastic drop in frame rate. The size of the drop seems to be related to the amount of data getting turned on and off. Same thing if you manually single step the animation. SNIP ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Uniform arrays.
Hi I am trying to use uniform arrays with OSG, but it fails. Here are the snippets of code that a'm using: Code: osg::StateSet *ss = node-getOrCreateStateSet(); // one way of populating uniform array that I tried for(int i = 0; i sz; ++i) { char buf[30]; sprintf(buf, colourPoints[%d], i); osg::Vec3 colour = osg::Vec3(1.0, 0.0, 1.0); ss-addUniform(new osg::Uniform(buf, osg::Vec4(colour, 1.0))); } // another way osg::Uniform *colourPoints = new osg::Uniform(osg::Uniform::FLOAT_VEC4, colourPoints, 20); for(int i = 0; i sz; ++i) { osg::Vec3 colour = osg::Vec3(1.0, 0.0, 1.0); colourPoints-setElement(i, osg::Vec4(colour, 1.0)); } ss-addUniform(colourPoints); // and glsl uniform vec4 colourPoints[5]; void main(void) { vec4 col = colourPoints[1]; gl_FragColor = col; } I tried to set up uniforms both ways but neither of them worked and all I get is a black colour. It must be something obvious that I am missing.. Cheers, Eldar -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47598#47598 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Character modeling + Cloth simulation + Blender osgExporter
Oh, I did not tell you but I use my own mannequin under the skin with my own boneWeight texture over the skin. (One of the reason that i do not use different level of detail on it, they seem to not have a plugin that do reducing poly while keeping the boneWeight). -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47599#47599 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Uniform arrays.
Hi Eldar Only the second way is good, but create an uniform with 5 element and not 20. in your for loop be sure sz == 5. Otherwise all is good in the code you show us. HTH David 2012/5/8 Eldar Insafutdinov e.insafutdi...@gmail.com Hi I am trying to use uniform arrays with OSG, but it fails. Here are the snippets of code that a'm using: Code: osg::StateSet *ss = node-getOrCreateStateSet(); // one way of populating uniform array that I tried for(int i = 0; i sz; ++i) { char buf[30]; sprintf(buf, colourPoints[%d], i); osg::Vec3 colour = osg::Vec3(1.0, 0.0, 1.0); ss-addUniform(new osg::Uniform(buf, osg::Vec4(colour, 1.0))); } // another way osg::Uniform *colourPoints = new osg::Uniform(osg::Uniform::FLOAT_VEC4, colourPoints, 20); for(int i = 0; i sz; ++i) { osg::Vec3 colour = osg::Vec3(1.0, 0.0, 1.0); colourPoints-setElement(i, osg::Vec4(colour, 1.0)); } ss-addUniform(colourPoints); // and glsl uniform vec4 colourPoints[5]; void main(void) { vec4 col = colourPoints[1]; gl_FragColor = col; } I tried to set up uniforms both ways but neither of them worked and all I get is a black colour. It must be something obvious that I am missing.. Cheers, Eldar -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47598#47598 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Uniform arrays.
Hi, Eldar Try to create your uniform with second way, but use osg::Uniform(osg::Uniform::FLOAT_VEC4, colourPoints[0], 20);// note [0] in uniform name some drivers need this syntax to work propertly with uniform arrays Cheers 08.05.2012, 18:12, Eldar Insafutdinov e.insafutdi...@gmail.com: Hi I am trying to use uniform arrays with OSG, but it fails. Here are the snippets of code that a'm using: Code: osg::StateSet *ss = node-getOrCreateStateSet(); // one way of populating uniform array that I tried for(int i = 0; i sz; ++i) { char buf[30]; sprintf(buf, colourPoints[%d], i); osg::Vec3 colour = osg::Vec3(1.0, 0.0, 1.0); ss-addUniform(new osg::Uniform(buf, osg::Vec4(colour, 1.0))); } // another way osg::Uniform *colourPoints = new osg::Uniform(osg::Uniform::FLOAT_VEC4, colourPoints, 20); for(int i = 0; i sz; ++i) { osg::Vec3 colour = osg::Vec3(1.0, 0.0, 1.0); colourPoints-setElement(i, osg::Vec4(colour, 1.0)); } ss-addUniform(colourPoints); // and glsl uniform vec4 colourPoints[5]; void main(void) { vec4 col = colourPoints[1]; gl_FragColor = col; } I tried to set up uniforms both ways but neither of them worked and all I get is a black colour. It must be something obvious that I am missing.. Cheers, Eldar -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47598#47598 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Odd 1286 (GL_INVALID_FRAMEBUFFER_OPERATION_EXT) in my own context during a render update traversal
Hi Neil this error can mean that your implementation does not support rendering to texture atteched to fbo with specific internal format that you requested also you can try to add some checkFramebufferStatus calls to your code (after changing fbo, after attaching texture etc.), this can give more usefull information Cheers, Sergey 04.05.2012, 08:42, Neil Clayton n...@shinywhitebox.com: Hi, I'm seeing error 1286 (FB OP) error in my own separate context (just doing a simple glClear) when in the middle of a OSG apply. Let me provide the context. a) I have my own overridden implementation of TextureRectangle that performs rendering from existing textures (from AVFoundation under Mac OSX) to the OSG owned textures within the scene. The idea is to render these existing textures through a color correction shader and into the OSG graph. b) The drawing from own textures to OSG's is done in apply() c) The Viewer is a osgViewer::Viewer, with drawing of the scene done via the -frame() method. In effect, it's a cut down version of the example osgviewerCacoa by Eric Wang, 2005. Within my own drawing code, I'm saving the current context, switching to my new OpenGL context and doing stuff. My understanding is that if I'm using my own context (which at this point is not sharing the OSG context) - then both are effectively independent. The intention is that once I have my drawing code working, I'll be sharing OSG's context in order to draw directly into it's owned texture (yep, I know at this point I have to be careful not to munge existing GL state). The code I'm using to perform the update/drawing (my own stuff) has been used before. Granted I've just done a migration from one project to another - so I could have screwed stuff up... but before I delve deeper down that track I wanted to simply ask: - Will my own OpenGL calls from within an osg::TextureRectangle::apply conflict with OSG in any way (as mentioned above I'm using my own separate context)? - What's a/the recommended way within OSG to do what I'm doing (if it's not what I'm already doing :) - that is, FBO/copy textures through a shader into OSG owned textures? (btw: the source textures are managed by an OpenGLTextureCache under OSX). Thank you! Cheers, Neil -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47541#47541 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Uniform arrays.
Hi Sergey The [0] was require by some driver and not by other. Specification was not clear about this. Since 19 09 2011, OSG fix automatically this and we didn't need anymore to care about [] take a look to osg:Program::linkProgram(...) in src/osg/Program : line747 cheers David 2012/5/8 Sergey Polischuk pol...@yandex.ru Hi, Eldar Try to create your uniform with second way, but use osg::Uniform(osg::Uniform::FLOAT_VEC4, colourPoints[0], 20);// note [0] in uniform name some drivers need this syntax to work propertly with uniform arrays Cheers 08.05.2012, 18:12, Eldar Insafutdinov e.insafutdi...@gmail.com: Hi I am trying to use uniform arrays with OSG, but it fails. Here are the snippets of code that a'm using: Code: osg::StateSet *ss = node-getOrCreateStateSet(); // one way of populating uniform array that I tried for(int i = 0; i sz; ++i) { char buf[30]; sprintf(buf, colourPoints[%d], i); osg::Vec3 colour = osg::Vec3(1.0, 0.0, 1.0); ss-addUniform(new osg::Uniform(buf, osg::Vec4(colour, 1.0))); } // another way osg::Uniform *colourPoints = new osg::Uniform(osg::Uniform::FLOAT_VEC4, colourPoints, 20); for(int i = 0; i sz; ++i) { osg::Vec3 colour = osg::Vec3(1.0, 0.0, 1.0); colourPoints-setElement(i, osg::Vec4(colour, 1.0)); } ss-addUniform(colourPoints); // and glsl uniform vec4 colourPoints[5]; void main(void) { vec4 col = colourPoints[1]; gl_FragColor = col; } I tried to set up uniforms both ways but neither of them worked and all I get is a black colour. It must be something obvious that I am missing.. Cheers, Eldar -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47598#47598 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Building JNI wrapper for OSGdem
Hi, I took a look at your code. It looks good. Since the *.h headers from OSG and VPB DLLs are not intended for java JNI invocation, I see that your code has built is own DLL which in turn uses the OSG runtimes. I am taking this similar approach -- as follow... Since I want to do what osgdem.exe does but want to make that accessible from a java application, I wrote a C DLL on Windows that is invoked by my java class. When that DLL has all the includes and DLL lib imported linked to it (same build dependency as osgdem.exe -- but it is a DLL instead of a EXE), the java class can invoke that function in that DLL -- i put some test code in that DLL. Then I copied most of the code from osgdem.cpp into the main function of my DLL. I re-initialize the arguments etc from my entry point so that it mimics osgdem.cpp as much as possible -- at least at this version. Now, when I invoke my DLL which should do the same essential thing that osgdem.exe does, it encounters a java hotspot exception access violation. here is the content of that log file it is generated by jvm. (i hide the name of the company and myself to protect the privacy) # # A fatal error has been detected by the Java Runtime Environment: # # EXCEPTION_ACCESS_VIOLATION (0xc005) at pc=0x5ca957aa, pid=2036, tid=5660 # # JRE version: 6.0_32-b05 # Java VM: Java HotSpot(TM) Client VM (20.7-b02 mixed mode windows-x86 ) # Problematic frame: # C [MSVCR100D.dll+0x1157aa] # # If you would like to submit a bug report, please visit: # http://java.sun.com/webapps/bugreport/crash.jsp # The crash happened outside the Java Virtual Machine in native code. # See problematic frame for where to report the bug. # --- T H R E A D --- Current thread (0x0211a800): JavaThread main [_thread_in_native, id=5660, stack(0x0022,0x0027)] siginfo: ExceptionCode=0xc005, reading address 0xccc0 Registers: EAX=0xccac, EBX=0x44b618c8, ECX=0xccac, EDX=0x0004 ESP=0x0026e788, EBP=0x0026e7b4, ESI=0x0026ea8c, EDI=0x0026e898 EIP=0x5ca957aa, EFLAGS=0x00010286 Top of Stack: (sp=0x0026e788) 0x0026e788: 4fc8e4ec 0026e898 0026ea8c 44b618c8 0x0026e798: ccac fffe 0026e33c 0026ea78 0x0026e7a8: 5ca99320 13430fa0 0026e898 0x0026e7b8: 5e7d271c 0026e98c 0026ea8c 0x0026e7c8: 44b618c8 0x0026e7d8: 0x0026e7e8: 0x0026e7f8: Instructions: (pc=0x5ca957aa) 0x5ca9578a: 00 00 00 6a 04 e8 5c 3f f3 ff 83 c4 04 c7 45 fc 0x5ca9579a: 00 00 00 00 8b 45 08 83 e8 20 89 45 e4 8b 4d e4 0x5ca957aa: 8b 51 14 81 e2 ff ff 00 00 83 fa 04 74 41 8b 45 0x5ca957ba: e4 83 78 14 01 74 38 8b 4d e4 8b 51 14 81 e2 ff Register to memory mapping: EAX=0xccac is an unknown value EBX=0x44b618c8 is an oop {method} - klass: {other class} ECX=0xccac is an unknown value EDX=0x0004 is an unknown value ESP=0x0026e788 is pointing into the stack for thread: 0x0211a800 EBP=0x0026e7b4 is pointing into the stack for thread: 0x0211a800 ESI=0x0026ea8c is pointing into the stack for thread: 0x0211a800 EDI=0x0026e898 is pointing into the stack for thread: 0x0211a800 Stack: [0x0022,0x0027], sp=0x0026e788, free space=313k Native frames: (J=compiled Java code, j=interpreted, Vv=VM code, C=native code) C [MSVCR100D.dll+0x1157aa] operator delete+0x5a C [libosggen.dll+0x2271c] std::allocatorchar::deallocate+0x2c C [libosggen.dll+0x208f5] std::basic_stringchar,std::char_traitschar,std::allocatorchar ::_Tidy+0x75 C [libosggen.dll+0x197d5] std::basic_stringchar,std::char_traitschar,std::allocatorchar ::~basic_stringchar,std::char_traitschar,std::allocatorchar +0x55 C [libosggen.dll+0x173a9] StartOsgDem+0x1ec9 C [libosggen.dll+0x29244] Java_foo_osgjni_core_GeneratorOSGImpl_startOsgDem+0xe4 j com.foo.osgjni.core.GeneratorOSGImpl.startOsgDem(DDLjava/lang/String;Ljava/lang/String;Ljava/lang/String;)Z+0 j com.foo.osgjni.core.GeneratorOSGImpl.start(Ljava/io/File;Ljava/io/File;Ljava/io/File;Lcom/foo/osgjni/core/IOSGHandler;)Z+24 j com.foo.osgjni.core.GeneratorOSGImplTest.main([Ljava/lang/String;)V+67 v ~StubRoutines::call_stub V [jvm.dll+0xfad4b] V [jvm.dll+0x18c421] V [jvm.dll+0xfadcd] V [jvm.dll+0x95836] V [jvm.dll+0x9d778] V [jvm.dll+0xaf22b] C [javaw.exe+0x2155] C [javaw.exe+0x8614] C [kernel32.dll+0x1339a] BaseThreadInitThunk+0x12 C [ntdll.dll+0x39ed2] RtlInitializeExceptionChain+0x63 C [ntdll.dll+0x39ea5] RtlInitializeExceptionChain+0x36 Java frames: (J=compiled Java code, j=interpreted, Vv=VM code) j com.foo.osgjni.core.GeneratorOSGImpl.startOsgDem(DDLjava/lang/String;Ljava/lang/String;Ljava/lang/String;)Z+0 j com.foo.osgjni.core.GeneratorOSGImpl.start(Ljava/io/File;Ljava/io/File;Ljava/io/File;Lcom/foo/osgjni/core/IOSGHandler;)Z+24 j com.foo.osgjni.core.GeneratorOSGImplTest.main([Ljava/lang/String;)V+67 v ~StubRoutines::call_stub