Re: [osg-users] [Android osgViewer] Light (ON/OFF) Button: does it really do something?

2012-05-08 Thread Jordi Torres
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?

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-- 
Jordi Torres Fabra

gvSIG 3D blog
http://gvsig3d.blogspot.com
Instituto de Automática e Informática Industrial
http://www.ai2.upv.es
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Re: [osg-users] [3rdparty] Installing osg for Android on Windows (Eclipse)

2012-05-08 Thread Jorge Izquierdo Ciges
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 :'  :'  :'

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Re: [osg-users] osgvolume brightness and sample density

2012-05-08 Thread Clement.Chu
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.
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Re: [osg-users] Intermittent crashes in osgTerrrain::Terrain::traverse(...) [SingleThreaded]

2012-05-08 Thread John Vidar Larring

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]


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Re: [osg-users] framerate drops drastically when turning child nodes on and off

2012-05-08 Thread Paul Martz
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

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[osg-users] Uniform arrays.

2012-05-08 Thread Eldar Insafutdinov
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

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Re: [osg-users] Character modeling + Cloth simulation + Blender osgExporter

2012-05-08 Thread Luc St-Pierre
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).

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Re: [osg-users] Uniform arrays.

2012-05-08 Thread David Callu
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

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Re: [osg-users] Uniform arrays.

2012-05-08 Thread Sergey Polischuk
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

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Re: [osg-users] Odd 1286 (GL_INVALID_FRAMEBUFFER_OPERATION_EXT) in my own context during a render update traversal

2012-05-08 Thread Sergey Polischuk
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

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Re: [osg-users] Uniform arrays.

2012-05-08 Thread David Callu
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
 
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Re: [osg-users] Building JNI wrapper for OSGdem

2012-05-08 Thread Sean K
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