Re: [osg-users] problem with svn (atomic counter?)
Hi Ulrich, Thanks for the fix, Can you post it on osg-submission list ? Best Regards David Callu 2012/4/5 Martin Naylor martinnay...@virginmedia.com Hi all, Thanks Ulrich that both options supplied seemed to work ok, but the latter does seem more appropriate. I cant see the values from glGetActiveUniformsiv, so not even sure if it is returning any values, don't believe it is. There is a check earlier in the code for GL_UNSIGNED_INT_ATOMIC_COUNTER, but I have just checked and it gets skipped over when stepping through with debugger, which leaves atomiccountermap not set. If I understood correctly! Cheers Martin -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ulrich Hertlein Sent: 04 April 2012 23:43 To: OpenSceneGraph Users Subject: Re: [osg-users] problem with svn (atomic counter?) Hi guys, On 5/04/12 6:05 , Martin Naylor wrote: if (_extensions-isShaderAtomicCounterSupported()) { std::vectorGLint bufferIndex( atomicCounterMap.size(), 0 ); std::vectorGLuint uniformIndex; for (AtomicCounterMap::iterator it = atomicCounterMap.begin(), end = atomicCounterMap.end(); it != end; ++it) { uniformIndex.push_back(it-first); } Coming to think of it, I believe the whole block should check if atomicCounterMap is not empty. It does not need to be called if GL_UNSIGNED_INT_ATOMIC_COUNTER is supported but not used. code if (_extensions-isShaderAtomicCounterSupported() !atomicCounterMap.empty()) { std::vectorGLint bufferIndex( atomicCounterMap.size(), 0 ); std::vectorGLuint uniformIndex; /code Cheers, /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem with svn (atomic counter?)
Hi David, On 5/04/12 18:18 , David Callu wrote: Thanks for the fix, Can you post it on osg-submission list ? Sure, I can do that, but maybe somebody who can actually reproduce the problem is more suited? Otherwise I would just submit this: code if (!atomicCounterMap.empty() _extensions-isShaderAtomicCounterSupported()) { std::vectorGLint bufferIndex( atomicCounterMap.size(), 0 ); std::vectorGLuint uniformIndex; /code Cheers, /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem with svn (atomic counter?)
Hi all, Just shoved the change through submissions... Thanks again both for the persistence on this one... Martin -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ulrich Hertlein Sent: 05 April 2012 11:05 To: OpenSceneGraph Users Subject: Re: [osg-users] problem with svn (atomic counter?) Hi David, On 5/04/12 18:18 , David Callu wrote: Thanks for the fix, Can you post it on osg-submission list ? Sure, I can do that, but maybe somebody who can actually reproduce the problem is more suited? Otherwise I would just submit this: code if (!atomicCounterMap.empty() _extensions-isShaderAtomicCounterSupported()) { std::vectorGLint bufferIndex( atomicCounterMap.size(), 0 ); std::vectorGLuint uniformIndex; /code Cheers, /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem with svn (atomic counter?)
Hi Torben, it looks like it is something in the shaders part or driver related. I cannot test remotely at present, due to shaders not working via RDP. The shader one's I tested osgforest crashed with the same error last night. It crashes in the vector header file template for VS2008, I hate that template stuff! :) Maybe your mobile drivers won't support the newer shader stuff(opengl 4.2?), hence why you don't see the error there. I will role my Osg back to before all these changes after trying the below to see if I still get the error, roll back my drivers etc and let you know how I get on... Although rolling back drivers may just mask the error as it won't have support for gl4.2(guessing here), I am not up to speed the newer GL changes.. Let you know later... Cheers Martin -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Torben Dannhauer Sent: 04 April 2012 06:45 To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] problem with svn (atomic counter?) Hi Martin, interesting, I have exactly the same error! (Win7 x64, GTX480 with 296.10 Driver: OSG in 32 bit and in 64 bit has the error) My thread is http://forum.openscenegraph.org/viewtopic.php?t=10161 Please verify that your error occurs in all aplications using (and therefor compiling) shaders. If you runf your apps from console and OSG_NOTIFY_LEVEL=DEBUG, you should see the last step before shutting down the app is the shader compilation. I copied my compiled OSG onto my laptop with older Nvidia mobile graphics, there it runs fine. I thought my primary build machine ist screwed up and decided to reinstall the machine from scratch (not done yet). But now I read your error which seems to be exactly my own one, so it may by a true error. Any thoughts? Best regards, Torben ... Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46786#46786 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem with svn (atomic counter?)
Hi Martin, yes, my error also claims to happen in the vector header, but the question is what causes it, the code inthat file is used for longer times. regarding the 4.2 and older graphics you may be right! Anyway, I'm happy I still have a chance to avoid a complete reinstall of my machine :) I'm looking forward to your results! Unfortunately I'll be on the road for the next 10 days (starting tomorrow) and have only my notebook with me. For that days I cannot run test on my machine but I'm still available for discussion! Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46794#46794 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem with svn (atomic counter?)
Hi, Ok I have done the following: Rolled back OSG to 13049: Worked Great with all shaders. Rolled forward to 13050: Crash Occurs, so its looking like those changes/driver/GL4.2 that is causing the crash, not mine or Torben's system. I don't want to rebuild mine either ;) I see no Nvdia dll in the call stack, not sure if I should, so am thinking an OSG problem(please take with a pinch of salt). So I have had a go at debugging, its beyond me but a couple of questions to help me in my pursuit. The call before the crash in the vector stl lib is: if (_extensions-isShaderAtomicCounterSupported()) { std::vectorGLint bufferIndex( atomicCounterMap.size(), 0 ); std::vectorGLuint uniformIndex; for (AtomicCounterMap::iterator it = atomicCounterMap.begin(), end = atomicCounterMap.end(); it != end; ++it) { uniformIndex.push_back(it-first); } _extensions-glGetActiveUniformsiv( _glProgramHandle, uniformIndex.size(), (uniformIndex[0]), GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX, (bufferIndex[0]) ); The above is doing a for loop and pushing the first item back, whilst debugging the 'end' has a bad_ptr, is this correct? Also why ++it and not it++ ? It's something in the above code(or related changes) which is causing the crash as if I try a simpleton fix by changing 'if (_extensions-isShaderAtomicCounterSupported())' to be a if not statement it works fine. Any pointers (no pun intended) would be much appreciated. Thanks Martin -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Torben Dannhauer Sent: 04 April 2012 12:47 To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] problem with svn (atomic counter?) Hi Martin, yes, my error also claims to happen in the vector header, but the question is what causes it, the code inthat file is used for longer times. regarding the 4.2 and older graphics you may be right! Anyway, I'm happy I still have a chance to avoid a complete reinstall of my machine :) I'm looking forward to your results! Unfortunately I'll be on the road for the next 10 days (starting tomorrow) and have only my notebook with me. For that days I cannot run test on my machine but I'm still available for discussion! Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46794#46794 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem with svn (atomic counter?)
Hi, Below is the osg output: I have also run the atomic counter demo on geeks3d with success, so its nothing obvious on the driver side that might only occur on a 480 gtx. OpenGL extension 'GL_ARB_get_program_binary' is supported. OpenGL extension 'GL_ARB_gpu_shader_fp64' is supported. OpenGL extension 'GL_ARB_shader_atomic_counters' is supported. glVersion=4.1980926514, isGlslSupported=YES, glslLanguageVersion=4.19809 26514 Compiling VERTEX source: 1: varying vec2 texcoord; 2: 3: void main(void) 4: { 5: vec3 position = gl_Vertex.xyz * gl_Color.w + gl_Color.xyz; 6: gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0); 7: gl_FrontColor = vec4(1.0,1.0,1.0,1.0); 8: texcoord = gl_MultiTexCoord0.st; 9: } Compiling FRAGMENT source: 1: uniform sampler2D baseTexture; 2: varying vec2 texcoord; 3: 4: void main(void) 5: { 6: gl_FragColor = texture2D( baseTexture, texcoord); 7: } Linking osg::Program id=3 contextID=0 Uniform baseTexture loc=0 size=1 type=sampler2D GraphicsContext::setWindowingSystemInterface() 07FEE5B7AB18 DatabasePager::RequestQueue::~RequestQueue() Destructing queue. DatabasePager::RequestQueue::~RequestQueue() Destructing queue. DatabasePager::RequestQueue::~RequestQueue() Destructing queue. DatabasePager::RequestQueue::~RequestQueue() Destructing queue. Closing DynamicLibrary osgPlugins-3.1.2/osgdb_rgbd.dll -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Torben Dannhauer Sent: 04 April 2012 12:47 To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] problem with svn (atomic counter?) Hi Martin, yes, my error also claims to happen in the vector header, but the question is what causes it, the code inthat file is used for longer times. regarding the 4.2 and older graphics you may be right! Anyway, I'm happy I still have a chance to avoid a complete reinstall of my machine :) I'm looking forward to your results! Unfortunately I'll be on the road for the next 10 days (starting tomorrow) and have only my notebook with me. For that days I cannot run test on my machine but I'm still available for discussion! Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46794#46794 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem with svn (atomic counter?)
Hi guys, On 5/04/12 6:05 , Martin Naylor wrote: I see no Nvdia dll in the call stack, not sure if I should, so am thinking an OSG problem(please take with a pinch of salt). Without having encountered that crash this to me would indicate that the crash is happening in GL code (such as glGetActiveUniforms) rather than the surrounding setup. So I have had a go at debugging, its beyond me but a couple of questions to help me in my pursuit. The call before the crash in the vector stl lib is: if (_extensions-isShaderAtomicCounterSupported()) { std::vectorGLint bufferIndex( atomicCounterMap.size(), 0 ); std::vectorGLuint uniformIndex; for (AtomicCounterMap::iterator it = atomicCounterMap.begin(), end = atomicCounterMap.end(); it != end; ++it) { uniformIndex.push_back(it-first); } _extensions-glGetActiveUniformsiv( _glProgramHandle, uniformIndex.size(), (uniformIndex[0]), GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX, (bufferIndex[0]) ); The above is doing a for loop and pushing the first item back, whilst debugging the 'end' has a bad_ptr, is this correct? Also why ++it and not it++ ? Can you verify that 'uniformIndex' and 'bufferIndex' are *ALWAYS* non-empty? Otherwise the 'uniformIndex[0]' will definitively cause a crash. If that cannot be assured then we need a bit of if (!uniformIndex.empty() !bufferIndex.empty()) { // glGetActiveUniform() } Not sure why 'end' is bad, that certainly shouldn't be the case unless the atomicCounterMap is not properly set up. '++it' is a sort of code optimization hint to the compiler and may-or-may-not produce faster code; the end result is the same. Cheers, /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem with svn (atomic counter?)
Hi guys, On 5/04/12 6:05 , Martin Naylor wrote: if (_extensions-isShaderAtomicCounterSupported()) { std::vectorGLint bufferIndex( atomicCounterMap.size(), 0 ); std::vectorGLuint uniformIndex; for (AtomicCounterMap::iterator it = atomicCounterMap.begin(), end = atomicCounterMap.end(); it != end; ++it) { uniformIndex.push_back(it-first); } Coming to think of it, I believe the whole block should check if atomicCounterMap is not empty. It does not need to be called if GL_UNSIGNED_INT_ATOMIC_COUNTER is supported but not used. code if (_extensions-isShaderAtomicCounterSupported() !atomicCounterMap.empty()) { std::vectorGLint bufferIndex( atomicCounterMap.size(), 0 ); std::vectorGLuint uniformIndex; /code Cheers, /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem with svn (atomic counter?)
Hi all, Thanks Ulrich that both options supplied seemed to work ok, but the latter does seem more appropriate. I cant see the values from glGetActiveUniformsiv, so not even sure if it is returning any values, don't believe it is. There is a check earlier in the code for GL_UNSIGNED_INT_ATOMIC_COUNTER, but I have just checked and it gets skipped over when stepping through with debugger, which leaves atomiccountermap not set. If I understood correctly! Cheers Martin -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ulrich Hertlein Sent: 04 April 2012 23:43 To: OpenSceneGraph Users Subject: Re: [osg-users] problem with svn (atomic counter?) Hi guys, On 5/04/12 6:05 , Martin Naylor wrote: if (_extensions-isShaderAtomicCounterSupported()) { std::vectorGLint bufferIndex( atomicCounterMap.size(), 0 ); std::vectorGLuint uniformIndex; for (AtomicCounterMap::iterator it = atomicCounterMap.begin(), end = atomicCounterMap.end(); it != end; ++it) { uniformIndex.push_back(it-first); } Coming to think of it, I believe the whole block should check if atomicCounterMap is not empty. It does not need to be called if GL_UNSIGNED_INT_ATOMIC_COUNTER is supported but not used. code if (_extensions-isShaderAtomicCounterSupported() !atomicCounterMap.empty()) { std::vectorGLint bufferIndex( atomicCounterMap.size(), 0 ); std::vectorGLuint uniformIndex; /code Cheers, /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem with svn (atomic counter?)
Hi David, All sorted thanks, stupid VS2008. Deleted my build and rechecked out from SVN/Cmake and it works great I will get on with some more tests... Cheers Martin From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of David Callu Sent: 03 April 2012 01:53 To: OpenSceneGraph Users Subject: Re: [osg-users] problem with svn (atomic counter?) Hi Martin I use VS 2010, Windows 7 64 bit, Nvidia 460M, Driver 296.10, osg 3.1.2 build in 32 bit and osggeometryshader work fine. As I am a little bit paranoiac with the crappy VS developpement tools : Have you restart Windows and/or VS after NVidia driver update ? Have you rebuild OSG since your last SVN update or just do a 'build' ? Are you sure to use good osg dll ? HTH David Callu 2012/4/2 Martin Naylor martinnay...@virginmedia.com Hello all, I have been just doing some testing of OSG (latest from the SVN). Whilst executing osggeomertyshaders I am getting a crash: CALL STACK: msvcp90d.dll!std::_Debug_message(const wchar_t * message=0x07fee9bb9b68, const wchar_t * file=0x07fee9bb9bb0, unsigned int line=779) Line 24 C++ osg92-osgd.dll!std::vectorint,std::allocatorint ::operator[](unsigned __int64 _Pos=0) Line 780C++ osg92-osgd.dll!osg::Program::PerContextProgram::linkProgram(osg::State state={...}) Line 784 + 0xf bytes C++ osg92-osgd.dll!osg::Program::compileGLObjects(osg::State state={...}) Line 233 C++ osg92-osgd.dll!osg::StateSet::compileGLObjects(osg::State state={...}) Line 1335 C++ osg92-osgUtild.dll!osgUtil::GLObjectsVisitor::apply(osg::StateSet stateset={...}) Line 114 C++ LOCALS: + end (3452816845,Bad Ptr) std::_Treestd::_Tmap_traitsunsigned int,std::basic_stringchar,std::char_traitschar,std::allocatorchar ,std::lessunsigned int,std::allocatorstd::pairunsigned int const ,std::basic_stringchar,std::char_traitschar,std::allocatorchar ,0 ::iterator + it (3452816845,Bad Ptr) std::_Treestd::_Tmap_traitsunsigned int,std::basic_stringchar,std::char_traitschar,std::allocatorchar ,std::lessunsigned int,std::allocatorstd::pairunsigned int const ,std::basic_stringchar,std::char_traitschar,std::allocatorchar ,0 ::iterator bufferIndex [0]() std::vectorint,std::allocatorint bufferIndexToUniformIndices [14757395258967641292]() std::mapint,std::vectorint,std::allocatorint ,std::lessint,std::allocatorstd::pairint const ,std::vectorint,std::allocatorint activeAtomicCounterBuffers 3435973836unsigned int uniformIndex[0]() std::vectorunsigned int,std::allocatorunsigned int + this0x02838be0 {_program=0x027f8540 _extensions={...} _glProgramHandle=4 ...} osg::Program::PerContextProgram * const Sorry for the garbage! I am using Windows VS 2008 as my compliler :) Unfortunately I have updated my Nvidia drivers to the latest a few days ago so I am unsure if it's a driver or the later openGL4.2 stuff that has been introduced in OSG just recently having review the logs of program.cpp ? Regards Martin Naylor ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem with svn (atomic counter?)
Hi David, Sorry my last email was a quick test via remote desktop, doh. It still unfortuantly crashses, osgforest also crashes as well I will have a play with things, its probably something I have introduced onto my system.. My specs are much the same as yours except, I compile the x64 version, Nvidia 480gtx x2 Regards Martin From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of David Callu Sent: 03 April 2012 01:53 To: OpenSceneGraph Users Subject: Re: [osg-users] problem with svn (atomic counter?) Hi Martin I use VS 2010, Windows 7 64 bit, Nvidia 460M, Driver 296.10, osg 3.1.2 build in 32 bit and osggeometryshader work fine. As I am a little bit paranoiac with the crappy VS developpement tools : Have you restart Windows and/or VS after NVidia driver update ? Have you rebuild OSG since your last SVN update or just do a 'build' ? Are you sure to use good osg dll ? HTH David Callu ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem with svn (atomic counter?)
Hi Martin, interesting, I have exactly the same error! (Win7 x64, GTX480 with 296.10 Driver: OSG in 32 bit and in 64 bit has the error) My thread is http://forum.openscenegraph.org/viewtopic.php?t=10161 Please verify that your error occurs in all aplications using (and therefor compiling) shaders. If you runf your apps from console and OSG_NOTIFY_LEVEL=DEBUG, you should see the last step before shutting down the app is the shader compilation. I copied my compiled OSG onto my laptop with older Nvidia mobile graphics, there it runs fine. I thought my primary build machine ist screwed up and decided to reinstall the machine from scratch (not done yet). But now I read your error which seems to be exactly my own one, so it may by a true error. Any thoughts? Best regards, Torben ... Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46786#46786 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] problem with svn (atomic counter?)
Hello all, I have been just doing some testing of OSG (latest from the SVN). Whilst executing osggeomertyshaders I am getting a crash: CALL STACK: msvcp90d.dll!std::_Debug_message(const wchar_t * message=0x07fee9bb9b68, const wchar_t * file=0x07fee9bb9bb0, unsigned int line=779) Line 24 C++ osg92-osgd.dll!std::vectorint,std::allocatorint ::operator[](unsigned __int64 _Pos=0) Line 780C++ osg92-osgd.dll!osg::Program::PerContextProgram::linkProgram(osg::State state={...}) Line 784 + 0xf bytes C++ osg92-osgd.dll!osg::Program::compileGLObjects(osg::State state={...}) Line 233 C++ osg92-osgd.dll!osg::StateSet::compileGLObjects(osg::State state={...}) Line 1335 C++ osg92-osgUtild.dll!osgUtil::GLObjectsVisitor::apply(osg::StateSet stateset={...}) Line 114 C++ LOCALS: + end (3452816845,Bad Ptr) std::_Treestd::_Tmap_traitsunsigned int,std::basic_stringchar,std::char_traitschar,std::allocatorchar ,std::lessunsigned int,std::allocatorstd::pairunsigned int const ,std::basic_stringchar,std::char_traitschar,std::allocatorchar ,0 ::iterator + it (3452816845,Bad Ptr) std::_Treestd::_Tmap_traitsunsigned int,std::basic_stringchar,std::char_traitschar,std::allocatorchar ,std::lessunsigned int,std::allocatorstd::pairunsigned int const ,std::basic_stringchar,std::char_traitschar,std::allocatorchar ,0 ::iterator bufferIndex [0]() std::vectorint,std::allocatorint bufferIndexToUniformIndices [14757395258967641292]() std::mapint,std::vectorint,std::allocatorint ,std::lessint,std::allocatorstd::pairint const ,std::vectorint,std::allocatorint activeAtomicCounterBuffers 3435973836 unsigned int uniformIndex[0]() std::vectorunsigned int,std::allocatorunsigned int + this0x02838be0 {_program=0x027f8540 _extensions={...} _glProgramHandle=4 ...} osg::Program::PerContextProgram * const Sorry for the garbage! I am using Windows VS 2008 as my compliler :) Unfortunately I have updated my Nvidia drivers to the latest a few days ago so I am unsure if it's a driver or the later openGL4.2 stuff that has been introduced in OSG just recently having review the logs of program.cpp ? Regards Martin Naylor ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem with svn (atomic counter?)
Hi Martin I use VS 2010, Windows 7 64 bit, Nvidia 460M, Driver 296.10, osg 3.1.2 build in 32 bit and osggeometryshader work fine. As I am a little bit paranoiac with the crappy VS developpement tools : Have you restart Windows and/or VS after NVidia driver update ? Have you rebuild OSG since your last SVN update or just do a 'build' ? Are you sure to use good osg dll ? HTH David Callu 2012/4/2 Martin Naylor martinnay...@virginmedia.com Hello all, I have been just doing some testing of OSG (latest from the SVN). Whilst executing osggeomertyshaders I am getting a crash: CALL STACK: msvcp90d.dll!std::_Debug_message(const wchar_t * message=0x07fee9bb9b68, const wchar_t * file=0x07fee9bb9bb0, unsigned int line=779) Line 24 C++ osg92-osgd.dll!std::vectorint,std::allocatorint ::operator[](unsigned __int64 _Pos=0) Line 780C++ osg92-osgd.dll!osg::Program::PerContextProgram::linkProgram(osg::State state={...}) Line 784 + 0xf bytes C++ osg92-osgd.dll!osg::Program::compileGLObjects(osg::State state={...}) Line 233 C++ osg92-osgd.dll!osg::StateSet::compileGLObjects(osg::State state={...}) Line 1335 C++ osg92-osgUtild.dll!osgUtil::GLObjectsVisitor::apply(osg::StateSet stateset={...}) Line 114 C++ LOCALS: + end (3452816845,Bad Ptr) std::_Treestd::_Tmap_traitsunsigned int,std::basic_stringchar,std::char_traitschar,std::allocatorchar ,std::lessunsigned int,std::allocatorstd::pairunsigned int const ,std::basic_stringchar,std::char_traitschar,std::allocatorchar ,0 ::iterator + it (3452816845,Bad Ptr) std::_Treestd::_Tmap_traitsunsigned int,std::basic_stringchar,std::char_traitschar,std::allocatorchar ,std::lessunsigned int,std::allocatorstd::pairunsigned int const ,std::basic_stringchar,std::char_traitschar,std::allocatorchar ,0 ::iterator bufferIndex [0]() std::vectorint,std::allocatorint bufferIndexToUniformIndices [14757395258967641292]() std::mapint,std::vectorint,std::allocatorint ,std::lessint,std::allocatorstd::pairint const ,std::vectorint,std::allocatorint activeAtomicCounterBuffers 3435973836unsigned int uniformIndex[0]() std::vectorunsigned int,std::allocatorunsigned int + this0x02838be0 {_program=0x027f8540 _extensions={...} _glProgramHandle=4 ...} osg::Program::PerContextProgram * const Sorry for the garbage! I am using Windows VS 2008 as my compliler :) Unfortunately I have updated my Nvidia drivers to the latest a few days ago so I am unsure if it's a driver or the later openGL4.2 stuff that has been introduced in OSG just recently having review the logs of program.cpp ? Regards Martin Naylor ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org