Hello Heitbrink,
I'll try you're solution, and then i ll tell you ,
Thanks
d_a_heitbrink wrote:
> What threading model are you using?
>
> One thing you need to be conscious of is when you update/modify your
> scenegraph and who is using it at that time. Some operations might better be
> serve
Hello Bruno,
How to provide a deallocator ?
Thanks in advance
Bruno Oliveira wrote:
> Another possibility is that your code is allocating and deallocating memory
> in separate module DLLs. However, in Windows, each DLL has separate memory
> spaces and that cannot be done.
>
>
> You should che
What threading model are you using?
One thing you need to be conscious of is when you update/modify your scenegraph
and who is using it at that time. Some operations might better be served using
different callback mechanisms, such as using viewer->addUpdateOperation.
You might try switching you
If you managed to solve the problem, forget it.
Else, take a look at this:
http://stackoverflow.com/questions/7705724/shared-memory-in-dlls
2017-01-10 13:26 GMT+00:00 Théo Nassour :
> Hi every one, and thanks for you're replies,
>
> I am sorry Bruno but, i havent understood what you Said. Can yo
Hi every one, and thanks for you're replies,
I am sorry Bruno but, i havent understood what you Said. Can you explain more
please :
> Another possibility is that your code is allocating and deallocating memory
> in separate module DLLs. However, in Windows, each DLL has separate memory
> space
Another possibility is that your code is allocating and deallocating memory
in separate module DLLs. However, in Windows, each DLL has separate memory
spaces and that cannot be done.
You should check if that's the case by any reason (e.g. creating a
osg::ref_ptr in a dll of your own and allowing o
Hi Théo,
I think you basically found out that the osg notify system is not thread
safe, the call to osg::Notify from
osg130-osgUtild.dll!osgUtil::CullVisitor::apply(osg::Drawable & drawable)
Line 1036C++
OSG_NOTICE<<"CullVisitor::apply(Geode&) detected NaN,"
is probably running in paral
Ok, the next I would do is to see what is OSG trying to print in this
stack frame (the ninth from the beginning):
osg130-osgUtild.dll!std::operator<<
>(std::basic_ostream > & _Ostr, const char * _Val)
Line 806C++
maybe that could serve as a hint...
--
Alberto
___
Hi,
Yes in fact this is one of my libraries, and it is in Debug x64, and i have
checked :
/MDd also
Thank you!
Cheers,
Théo
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osg-use
"Théo Nassour" writes:
>>SICLAV.OsgRendering.dll!SICLAV::nodes::Tree3D::accept(osg::NodeVisitor &
>> nv) Line 31C++
Hi Théo, is that library in its "Debug" configuration?
--
Alberto
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Hi,
I am working on an application with the current configuration :
WPF, CLI/C++ (for the communication between c++ and c#), c++ for OSG.
I am using VS2015 C++11.
I am getting always Heap Corruption Exception :
Here is the Stack trace:
ucrtbased.dll!_calloc_base()Unknown
ucrtbase
Hi Julie,
On 3 September 2015 at 14:22, Julie Green wrote:
> My task is to calculate surface in a thread. I've set the DataVariance of
> Drawable leaf to Dynamic, but still get the crash.
>
We can only provide general pointers. We don't have the code to run, we've
only seen a tiny fragment of
Hi Robert.
My task is to calculate surface in a thread. I've set the DataVariance of
Drawable leaf to Dynamic, but still get the crash.
Julie.
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Hi Julie,
I'm not why you are using a separate thread here as the syncronization will
likely just serialize the operations anyway, it'll be more efficient to do
all the work in the update callback directly as you won't thash the cache.
As for the cause of the crash, if you running the viewer mult
Hi,
I'm trying to draw a quadric surface, which is modifying each frame, and I'm
getting a heap corruption error. I guess the problem is in calculating
function, or in update callback, but can't find it in the debugger.
Code:
void SurfaceCalculationThread::reCalculateSurface()
{
mutex
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