Re: [osg-users] problem with svn (atomic counter?)

2012-04-05 Thread David Callu
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
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Re: [osg-users] problem with svn (atomic counter?)

2012-04-05 Thread Ulrich Hertlein
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
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Re: [osg-users] problem with svn (atomic counter?)

2012-04-05 Thread Martin Naylor
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
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Re: [osg-users] problem with svn (atomic counter?)

2012-04-04 Thread Martin Naylor
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

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Re: [osg-users] problem with svn (atomic counter?)

2012-04-04 Thread Torben Dannhauer
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

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Re: [osg-users] problem with svn (atomic counter?)

2012-04-04 Thread Martin Naylor
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

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Re: [osg-users] problem with svn (atomic counter?)

2012-04-04 Thread Martin Naylor
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

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Re: [osg-users] problem with svn (atomic counter?)

2012-04-04 Thread Ulrich Hertlein
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
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Re: [osg-users] problem with svn (atomic counter?)

2012-04-04 Thread Ulrich Hertlein
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
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Re: [osg-users] problem with svn (atomic counter?)

2012-04-04 Thread Martin Naylor
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
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Re: [osg-users] problem with svn (atomic counter?)

2012-04-03 Thread Martin Naylor
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



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Re: [osg-users] problem with svn (atomic counter?)

2012-04-03 Thread Martin Naylor
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

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Re: [osg-users] problem with svn (atomic counter?)

2012-04-03 Thread Torben Dannhauer
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

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[osg-users] problem with svn (atomic counter?)

2012-04-02 Thread Martin Naylor
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



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Re: [osg-users] problem with svn (atomic counter?)

2012-04-02 Thread David Callu
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



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 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

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