Hi all,
I'm currently testing my osg application and I sometimes (1/1) get the
following warning:
Warning: deleting still referenced object XXX of type 'XXX'
the final reference count was 1, memory corruption possible.
Followed by a crash.
Looking at osg::Referenced::unref(), I
Hi Mikael,
Which version of the OSG are you using?
Robert.
On 7 February 2012 09:37, mikael lemercier mika.lemerc...@gmail.com wrote:
Hi all,
I'm currently testing my osg application and I sometimes (1/1) get the
following warning:
Warning: deleting still referenced object XXX of type
Hi Robert,
I'm working on osg 2.9.5 (rev 10384)
But i reproduced the warning with my test app using the head revision 12951.
2012/2/7 Robert Osfield robert.osfi...@gmail.com
Hi Mikael,
Which version of the OSG are you using?
Robert.
On 7 February 2012 09:37, mikael lemercier
Check gl modelview and projection matrices just before terrain rendering (in
draw callback f.e.).
Also you can use gDebugger or similar tool to get snapshot of opengl state just
before terrain rendering with SpeedTree stuff in scene and without it,
difference will give you a clue about what's
Hi Mikael,
On 7 February 2012 10:24, mikael lemercier mika.lemerc...@gmail.com wrote:
I'm working on osg 2.9.5 (rev 10384)
But i reproduced the warning with my test app using the head revision 12951.
I would recommend at least using 3.0.1 if not svn/trunk as at least
then you can rule out any
2012/2/7 Robert Osfield robert.osfi...@gmail.com
Also what hardware, OS, dev environment are you working on?
I'm working on:
- Hardware : Intel Core i7-2600
- OS : Windows 7
- Dev environment : Visual 2010
- Build config : x64
I also reproduced the problem on:
- Hardware : Intel Core i7-2600
I've seen such behavior when using osgtext with some threading models, so i this problem is not that rare.Cheers07.02.2012, 17:50, "mikael lemercier" mika.lemerc...@gmail.com:2012/2/7 Robert Osfield robert.osfi...@gmail.comAlso what hardware, OS, dev environment are you working on?I'm working on:-
HI Mikael,
Thanks for the details.
Your comment about the delete not being mutexed made me think about
why the ref count could get to zero and then have the thread progress
to delete, and one shouldn't progress to delete as long as the ref
count is non zero. This led me to wonder just how with
Hi Sergey,
2012/2/7 Sergey Polischuk pol...@yandex.ru:
I've seen such behavior when using osgtext with some threading models, so i
this problem is not that rare.
This problem that Mikael had as a bug in his example code, if osgtext
is showing the same problem then it's likely something similar
Hi Robert -- Looks like trunk fails to build when ref_ptr implicit casting is
disabled. I'd submit a fix, but am running out the door. Here's the two errors I
saw when I did an update and rebuild this morning:
In libosg:
5..\..\..\src\osg\UserDataContainer.cpp(59) : error C2664:
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Hi, Robert
By osgtext i mean not example app but osgText::Text. Sorry if that was
misleading.
IIRC CullDrawThreadPerContext and SingleThreaded was ok, and i had rare random
crashes with DrawThreadPerContext(sure about this threading model) and
CullThreadPerCameraDrawThreadPerContext(not so
Thanks for the note Paul, I've rebuilt the OSG with
OSG_USE_REF_PTR_IMPLICIT_OUTPUT_CONVERSION set to OFF and got the
errors, fixes for these are now checked into svn/trunk. Cheers,
Robert.
On 7 February 2012 14:55, Paul Martz pma...@skew-matrix.com wrote:
Hi Robert -- Looks like trunk fails to
Hi Sergey,
2012/2/7 Sergey Polischuk pol...@yandex.ru:
Hi, Robert
By osgtext i mean not example app but osgText::Text. Sorry if that was
misleading.
IIRC CullDrawThreadPerContext and SingleThreaded was ok, and i had rare
random crashes with DrawThreadPerContext(sure about this threading
Hi Robert
Its quite difficult to judge if problem is still here, because as i remember it
could run just fine for days, and could crash multiple times in 10 minutes. So
if all running smooth you still wondering if its lucky time or issue have been
fixed. Anyway i dont have sources now to check
Hi,
I use a Texture2DArray in my application.
All objects are rendered using shaders, and most of them use the
TextureSampler2DArray data.
So I made a top object in my scene graph, and I assign to its StateSet :
- a uniform (SAMPLER2DArray) with the Texture2DArray unit number
- the
Hi,
in
Code:
Node* osgDB::readNodeFile(const std::string filename,const
ReaderWriter::Options* options)
function, if a file is not found then
Code:
if (rr.error()) notify(WARN) rr.message() std::endl;
doesn't show anything because rr.message() is null. just wanted to notify about
Hi,
I found a log message detailing some bugs in QWidgetImage (log of svn changeset
11610). Because I'm working on a project which requires osg and qt integration
I managed to find the problem why QTextEdit is not working. For anyone
interested (and having more experience than me) it seems
I have a fairly new Mac Mini ( 4G RAM, 2.66 GHz Duo ).
It does open and it cycles between looking just fine and
giving the spinning-wheel-of-death, but about 99% of
the time it's non-responsive.
I clicked on Resources about a minute ago. It rotated
the triangle, but now is just sitting there
After resolving all necessary dependencies and running a successful configure,
I initiated a 'make' command from the main OpenSceneGraph-3.0.1/ directory and
I eventually came across a conflicting typedef error (output below.) I'm not
really sure where to go with this next or if I should be
Hi, hello
I'm a new bird for the osg.
in openNI,use
const XnDepthPixel* pDepthMap = mDepthGenerator.GetDepthMap();
can get the kinect depth date, but how can I print this into screen? or save
in the file through osg?
Thank you!
Cheers,
:D
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Hi, I'm trying to make some GUI in OSG.
But while using OSG 3 faced with a problem.
There is an osgWidget::WindowManager that holds only one child osgWidget::Box
m_box. m_box itself holds 2 widgets osgWidget::Widget m_button and
osgWidget::Input m_input.
Simply applying osgWidget::Callback
Hi,
I would like to know if it possible (and if a exemple exist) of a
osgAnimation::Skeleton that use different osgAnimation::RigGeometry with
osg::LOD (or an equivalent).
So the skin mesh resolution could be change on the fly with the camera distance
(I would also like to choose witch LOD
Hello dear OSG-community,
Open Position: Data Integration Specialist
Aqumin seeks a Data Integration Specialist to work with our clients integrating
large amounts of financial data with Aqumin’s 3D visualization and
interpretation software. Directly responsible for integration of customer
Just to give an update, I tried the branch from github and
it's a little better. I was able to make some progress.
I got as far as building the project, which failed because
of OpenGL headers it couldn't find. The fix is probably
pretty easy, but since Xcode was unresponsive through
the entire
Yep, I managed to do the same thing. Sorry.
The interface in LinkedIn managed to disguise this quite effectively.
I did not realize anything until
I started to get a lot of accepts ;-)
/A
On Fri, Feb 3, 2012 at 3:49 AM, Jean-Sébastien Guay
jean_...@videotron.ca wrote:
Hi Robert,
I think this
On Tue, Feb 7, 2012 at 7:25 PM, Anders Backman ande...@cs.umu.se wrote:
Yep, I managed to do the same thing. Sorry.
The interface in LinkedIn managed to disguise this quite effectively.
I did not realize anything until
I started to get a lot of accepts ;-)
/A
Yep, this is intentionally
Please take your recruiting spam somewhere else. I don't see OSG relevancy
anywhere in this job.
On Tue, Feb 7, 2012 at 10:49 AM, Beth Deragon be...@eosg.com wrote:
Hello dear OSG-community,
Open Position: Data Integration Specialist
Aqumin seeks a Data Integration Specialist to work with
problem solved, now on to fixing linking issues with the example code!
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Isn't there some relation to databases ;-) SCNR
Please take your recruiting spam somewhere else. I don't see OSG
relevancy anywhere in this job.
On Tue, Feb 7, 2012 at 10:49 AM, Beth Deragon be...@eosg.com
mailto:be...@eosg.com wrote:
Hello dear OSG-community,
Open Position: Data
Am 07.02.12 18:59, schrieb Alex Olivas:
I'm getting the impression Xcode is going to be a nightmare
for OSG/iOS development. I also wish I could tell what
Xcode was churning away at while the wheel-of-death spins.
Surely there has to be a way to develop for iOS outside of
Xcode. Has anyone
Thanks for the advice.
I'm in the process of upgrading to Lion and Xcode 4
and will give that a try.
Thanks again,
Alex.
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I got it to work (the skinning), now I have only to make sure I export only one
mesh of the LOD when exporting.
Luc
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http://forum.openscenegraph.org/viewtopic.php?p=45321#45321
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It seems that ffmpeg is alway lately being a problem in recent distros.
I have Flightgear to compile and the most current vesion of openSuSE
fails to compile. So thinking it is a bad ffmpeg source I downloaded
and compiled ffmpeg after removing all the old libav* Enclosed is a
copy of the
NDK r7 has a strange bug with the order of linking std libraries just add
-lgnustl_static at the end and it will be solved.
2012/2/7 Kyle Gancarz tomma...@gmail.com
problem solved, now on to fixing linking issues with the example code!
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