Hi,
We've been seeing what seems to be a memory leak coming down to using a
terrpage terrain database. Memory usage creeps up, and then everynow and then
will substantially jump up.
It looks like terrapage loader is never unloading the top level node? And if we
visit an area of the database
Hi Vin,
The changes are in svn/trunk, but not a dev or stable release yet.
I'm also about to refactor the related
DatabasePager/Observer/observer_ptr codes as there has been a race
condition found that is causing a crash so I'd hang back from testing
svn/trunk for a day or two.
Robert.
On Fri,
kudos for the speedy reply!! :)
ok - i'll check out the trunk to have a play as im curious! but i'll keep an
eye for the race condition!
thanks
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Heh, it worked, but I had no issues with 8 sec delay. I'm using CEGUI 0.7 from
SVN under linux with SDL.
Great! :D Thanks..
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On May 14, 2010, at 12:33 AM, Ulrich Hertlein wrote:
Hi Uli,
On 14/05/10 2:06 , Ulrich von Zadow wrote:
I'm running into a crash when displaying collada files. The same collada
files load
cleanly in osgviewer, and other files load cleanly in my app. So this is
probably a bug in
my
Hi Ulirch,
The crash looks like the DrawArrayLengths contains a length that
exceeds the number of vertices in the geometry, so it's not surprising
the OpenGL driver is crashing.
This error could mean a bug in the collada plugin, or possibly even a
bug in the data file/the exported it came from.
Hi Robert,
shouldn't osgviewer crash as well then? Valgrind reports nothing for osgviewer
with this file.
Loading cube_triangulate.dae from the collada test model database gives this:
CullVisitor::apply(Geode) detected NaN,
depth=nan, center=(2.26737e+37 -3.28032e+37 -3.28032e+37),
Hi,
The tutorial about FindingNodes
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/FindingNod
es
is missing the link to the cpp file, just above the list of class
definition..
If possible could it be added there?
Cheers,
-Seppo
That does the trick, thanks a lot!
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Hi Ulrich,
On Fri, May 14, 2010 at 10:30 AM, Ulrich von Zadow
u...@archimedes-solutions.de wrote:
shouldn't osgviewer crash as well then? Valgrind reports nothing for
osgviewer with this file.
It's not crashing by fluke.
Loading cube_triangulate.dae from the collada test model database
Hi Hartwig,
Am 13.05.10 22:19, schrieb Hartwig Wiesmann:
yes, this would help in case a window is open having an OpenGL context. But
in the Carbon version OSG also takes all quit events in case no window or
other windows are open.
Sorry missed that part of information. There was a submission
Hi Vin,
I have just checked in my changes to
DatabasePager/observer_ptr/ObserverNodePath, so could you do an svn
update an then use this for testing.
Cheers,
Robert.
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Hi Robert,
On May 14, 2010, at 2:24 PM, Robert Osfield wrote:
Hi Ulrich,
On Fri, May 14, 2010 at 10:30 AM, Ulrich von Zadow
u...@archimedes-solutions.de wrote:
shouldn't osgviewer crash as well then? Valgrind reports nothing for
osgviewer with this file.
It's not crashing by fluke.
Hi Stephan,
I just tried 2.9.6 and there the quit event is still initialized in the static
variable initialization part. And I think there is no way around it (or only a
bit tricky one) because this handler is also not associated with any window.
And it can only be initialized once (so you
Thanks a lot for the reply! Projective texturing sounds like what I'll need so
I'll be looking into that.
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Hi,
speaking with myself here...
I've narrowed the issue down further. This works:
int main()
{
osgDB::readNodeFile(...)
optimizer.Optimize(...)
osgDB::writeNodeFile(...)
}
The same code executed in a plugin loaded using dlopen() doesn't work (i.e. has
the missing VertexIndices
Hello,
I am new to osg, and it has been a while since I have done C++. I have an
interest in 3d programming, and was hoping to work through the osg tutorials.
My day job is as a Java developer, and I work mainly on the Eclipse IDE at
work. I saw a tutorial on setting up osg to work in
Hello there,
Let's say I want two cars in the scene. What I currently do is I load the car
file once, but I give it two matrix transform parents, like so:
http://imgur.com/kuSBu.gif
This works well for me (the small graph stemming from the word 'car' is just
there to emphasis that the car is
Greetings and Salutations to the OpenSceneGraph community,
Just a First Heads up for the OpenSceneGraph BOF at SIGRAPH 2010 in LA.
Please add to the Latest Community News on the website...:)
Start thinking of participation! Prepare your advanced presentations!
I organized the Birds of a Feather
Frank Sullivan wrote:
But I want to make the wheels look as though they are turning as well. I
accomplish this with a simple texture matrix. I simply find the node that
represents each wheel, and I add a texture matrix to each of them that will
slide the s/t coordinates of the wheels'
Hi Hartwig,
Am 14.05.10 17:56, schrieb Hartwig Wiesmann:
I just tried 2.9.6 and there the quit event is still initialized in the
static variable initialization part. And I think there is no way around it
(or only a bit tricky one) because this handler is also not associated with
any
I need to use a texture, rendered with geometry, as a mask (with transparency
levels) for other operations. It's for a transition - let's say a fullscreen
wipe effect to be understandable.
So the flow will go (in an openGL sense, at least):
- Draw some layers into framebuffer, with alpha
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