Hi Robert,
Robert Osfield wrote:
Hi J.P et. al,
I've completed my work on clean up of texture objects and buffer
objects and have checked this work into snv/trunk. I've done a range
of tests where the viewer is constructed and destructed repeated, when
handling a range of models and everythin
Hi J.P et. al,
I've completed my work on clean up of texture objects and buffer
objects and have checked this work into snv/trunk. I've done a range
of tests where the viewer is constructed and destructed repeated, when
handling a range of models and everything now loads correctly on all
viewer
Hi J.P,
I have done a lot more investigation in the context clean up issues
and have checked in a provisional fix for the issues. Could you
please do an svn update and then test against your own applications to
see if things are fixed.
The code I've just checked in still has lots of debug info i
Hi J.P.
I've just changed USE_NEW_TEXTURE_POOL to 0 and then tested:
osgcamera -r 3 earth_sphere_dt1.ive
And it doesn't produce any errors and model always comes up with
textures. So it does look like the new osgcamera test is sufficient
for testing this particular bug.
Robert.
_
Hi J.P,
I've modified the osgcamera example to have code path for testing a
series viewers, with sharing models and reloading them for each
viewer. I've written about it on the thread "VBO's - lifetime.".
I'm able to get GL errors when using VBO's, and with your test model
with a straight osgView
Hi Robert, Jason,
I would see similar crashes / missing textures, but only when previous
context ID's were reused, and only when using paged databases.
I'd sure like to see this fixed... I posted an example reproducing the
issue on osg-users a while back but Robert was busy on the GLES port.
Hi Robert,
This sounds the issue that I've been seeing with regards to context ID reuse
as mentioned in this thread (
http://groups.google.com/group/osg-users/browse_thread/thread/249e5f90cf64f299/190e5f7a8c25bdaa?lnk=gst&q=++Crash+in+nVidia+driver+%3A+particles+%2B+dynamically+adding%2Fremoving+v
Hi J.P,
I've tried out your example and found that with paged databases and
your supplied model everything works fine for the first viewer then on
the subsequent viewer I get:
Warning: detected OpenGL error 'invalid operation' at after RenderBin::draw(..)
Warning: detected OpenGL error 'out of me
Hi J.P.
Thanks fort he test app + data, I'll look into this today. My guess
is that the issue will be close related to the crash that Nico has
reported.
Robert.
On Wed, Nov 25, 2009 at 8:28 AM, J.P. Delport wrote:
> Hi Robert, J-S,
>
> the results of my most recent tests:
>
> With old texture
Hi J-S,
Jean-Sébastien Guay wrote:
Hi again,
I haven't had a chance to check your code yet, give me a few minutes
and I'll check if there's anything amiss that I can see.
I'm sorry to say I can't repro here on Windows Vista, VC++ 2005 on SVN
head. But it seems that you've pinned it down to
Hi Robert,
Robert Osfield wrote:
Hi J.P,
On Tue, Nov 24, 2009 at 3:32 PM, J.P. Delport wrote:
Latest SVN indeed works as expected. I must have been using a dud version
from somewhere in svn land.
Sorry for the noise folks... move right along... nothing to see here...
Does this mean that th
Hi Frederic,
Some more fun in perspective! At least, I'll try the texture pool solution in
the latest SVN build to see if it helps.
I think that's what's most susceptible to work. Even stable releases can
have bugs. So I really suspect that you're hitting a bug that's fixed in
SVN. As I sai
c.gc.ca
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of J.P. Delport
Sent: November-24-09 10:17 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] CompositeViewer context cleanup and missing textures
Hi Fre
Hi Robert,
J.P. Delport wrote:
Hi Robert,
it seems to be something broken on context destruction with the new
texture pool. The orphaned list does not seem to be cleared properly. A
texture is used from the orphaned list even though the context it
belonged to had been destroyed earlier.
Wh
Hi J.P,
On Tue, Nov 24, 2009 at 3:32 PM, J.P. Delport wrote:
> Latest SVN indeed works as expected. I must have been using a dud version
> from somewhere in svn land.
>
> Sorry for the noise folks... move right along... nothing to see here...
Does this mean that there isn't a bug to look into?
Hi J-S,
J.P. Delport wrote:
Hi J-S,
Jean-Sébastien Guay wrote:
Hi again,
I haven't had a chance to check your code yet, give me a few minutes
and I'll check if there's anything amiss that I can see.
I'm sorry to say I can't repro here on Windows Vista, VC++ 2005 on SVN
head. But it seems
| Télécopieur: (418) 844-4538 E-mail |
Courriel: frederic.dro...@drdc-rddc.gc.ca Web :
www.valcartier.drdc-rddc.gc.ca
-Original Message- From:
osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of J.P.
Delport Sent: November-24-09 8:53 AM To
Hi Frederic,
Since we don't have direct access to the textures, we can't make the call to
setUnRefImageDataAfterApply(). Would there be another way?
You can run a visitor to get to the textures and turn this setting off.
You can either make your own, or use osgUtil::Optimizer::TextureVisitor
Hi J-S,
Jean-Sébastien Guay wrote:
Hi again,
I haven't had a chance to check your code yet, give me a few minutes
and I'll check if there's anything amiss that I can see.
I'm sorry to say I can't repro here on Windows Vista, VC++ 2005 on SVN
head. But it seems that you've pinned it down to
18) 844-4538
E-mail | Courriel: frederic.dro...@drdc-rddc.gc.ca
Web : www.valcartier.drdc-rddc.gc.ca
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of J.P. Delport
Sent: November-24-09 8:53 AM
To: OpenSceneGraph Users
S
Hi again,
I haven't had a chance to check your code yet, give me a few minutes and
I'll check if there's anything amiss that I can see.
I'm sorry to say I can't repro here on Windows Vista, VC++ 2005 on SVN
head. But it seems that you've pinned it down to the texture pool as I
thought, thoug
Hi J-S,
Jean-Sébastien Guay wrote:
Hi J.P.,
Can anyone confirm the missing textures? Any hints as to what else
needs to be done to make sure everything is cleared/flushed correctly?
We've been doing something similar to this for a while now and it's
worked for us, what I'm wondering is whet
Hi J.P.,
Can anyone confirm the missing textures? Any hints as to what else needs
to be done to make sure everything is cleared/flushed correctly?
We've been doing something similar to this for a while now and it's
worked for us, what I'm wondering is whether the recent changes to
texture bu
Hi Robert,
it seems to be something broken on context destruction with the new
texture pool. The orphaned list does not seem to be cleared properly. A
texture is used from the orphaned list even though the context it
belonged to had been destroyed earlier.
When libosg is compiled with
#defi
Hi,
Robert Osfield wrote:
Hi J.P.
I'm still knee deep in merging submissions so can't yet go off
reviewing user code. In principle it is possible to mange open and
closing viewers. I can point you in the right direction but have to
let you get on with it otherwise.
I understand, I'll try se
Hi J.P.
I'm still knee deep in merging submissions so can't yet go off
reviewing user code. In principle it is possible to mange open and
closing viewers. I can point you in the right direction but have to
let you get on with it otherwise.
Robert.
On Tue, Nov 24, 2009 at 12:32 PM, J.P. Delport
Hi Robert,
Robert Osfield wrote:
Hi J.P,
The typical problem is that the scene graph has been set up to unref
texture images after apply so when it comes to reloading the texture
images there aren't the to download.
should this still happen when I'm completely reloading a scene after the
vie
Hi J.P,
The typical problem is that the scene graph has been set up to unref
texture images after apply so when it comes to reloading the texture
images there aren't the to download.
Robert.
On Tue, Nov 24, 2009 at 9:17 AM, J.P. Delport wrote:
> Hi all,
>
> I've run into the classic "missing te
Hi all,
I've run into the classic "missing textures" problem when stopping and
restarting a compositeviewer multiple times in the same app. From
previous threads on this problem it seems to be context cleanup/GL
object cleanup that does not get done properly, but I'm just using the
normal Com
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