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-Original Message-
From: Robert Osfield robert.osfi...@gmail.com
Date: Thu, 25 Jun 2009 17:21:36
To: OpenSceneGraph Usersosg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Crash in Viewer Destructor
On Thu, Jun 25, 2009 at 5:17 PM, Vincent
Hi Robert,
If I remove the shaders of my scene, the crash disappear.
Now, I'm looking at a way to stop the Shaders before ending the viewer.
When I need to delete the view, I do :
stopThreading();
setDone(true);
map-erase(viewer);
I though the stopThreading() call would do the work for me
HI Vincent,
There really isn't much I can do beyond what I've already said. The
stopThreading() should stop the threads, since I don't have the code
that reproduces the problem I can do nothing more.
Robert.
On Fri, Jun 26, 2009 at 7:56 AM, Vincent
Bourdiervincent.bourd...@gmail.com wrote:
Hi
Hi all,
I have a crash on a composite viewer destructor, and I do not see anything
strange or wrong in my code.
My viewer is managed as an external lib, and the frame() call are done by a
method, like the close() call to finish a viewer.
So, if I use the viewer-run() there is no problem, but
Hi Vincent,
What exactly do you mean by when I use the other way and call the
destructor (I clear the viewer map I get) there is a crash in, as
these seems odd, you never call the destructor, all you can do is call
delete, but in the case of the Viewer class you should never be
calling delete
Hi Robert,
The 3d engine is called by an other application, frame by frame, so the
application call a personal method to close a View (we have one or more
Viewer). There is a map to get the viewer pointer associated to the Opengl
Context it has, which allow us modifying a viewer or an other one.
Hi Vincent,
It does sound like the destruction of threads and wait for them to
complete it not functioning correctly somehow. I'm afraid this isn't
something one can debug remotely, could you please modify one of the
OSG examples to behave in similar way to your app so that it recreates
the bug
Hi Robert,
This is not possible for me to reproduce the behavior on an example, too
much external things are required.
But I have some idea : there is some shaders running, and they are not
removed before the viewer have to stop ... and the
crash is in the Program and Shader flush ... does it
On Thu, Jun 25, 2009 at 5:17 PM, Vincent
Bourdiervincent.bourd...@gmail.com wrote:
Hi Robert,
This is not possible for me to reproduce the behavior on an example, too
much external things are required.
There isn't much we can do then.
But I have some idea : there is some shaders running,
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