Re: [osg-users] crash with"multimonitormultithreadnVIDIAworkaround"enabled
Hi Wojtek & Marco, Could you one of your guys implement that original workaround as a runtime optional flag in GraphicsWindowWin32, with an env var settings it's default value. I'd suggest that this workaround is now to set off. Wojtek, do you know what driver version numbers were affected by the original problem? I'm wondering if this variable could be set automatically based on detecting the NVidia driver. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] crash with"multimonitormultithreadnVIDIAworkaround"enabled
Hi Marco, I agree. This definitely looks like a bug. But it might be related to particular card. I tried today Vista x64 with 178.24 on GeForce 280 GTX. Everything was ok. Both osgviewer and my example ran fine. Cheers, Wojtek Hi Wojtek, your test case behaves exactly as osgViewer does. The app crashes when wglMakeCurrent() gets called for the second time. Setting repeatMakeCurrent to 0 fixes the crash. One thing I forgot to say, is that it doesn't always crash: the success/failure ratio is about 1 to 15. This applies to both osgViewer and your test program. Also, it seems that forcing the "multithreaded optimization" option to "enabled" in the nVIDIA Control Panel (it defaulted to "automatic" in my driver) makes things work. I still consider this a driver bug, however, because leaving an optional optimization to its default value should never crash applications. Marco -- From: "Wojciech Lewandowski" <[EMAIL PROTECTED]> Sent: Wednesday, November 12, 2008 11:42 AM To: Subject: Re: [osg-users] crash with"multimonitormultithreadnVIDIAworkaround" enabled Hi Marco, Here it is. My server does not like sending exectuables. I hope You don't mind VS 9.0 source & solution. Example is as simple as multithreaded opengl example can be. WindowOGL class does initlaization in one thread and rendering in the other thread. Its repeatMakeCurrent variable is set to 1 by default which means that each makeCurrentContext will be repeated once. So if everything goes exactly like with osgViewer it should the crash there. If you find that example works, try runing with repeatMakeCurrent set to 0 and check if the screen is all green (does not display red triangle). Red triangle would mean that drivers have remained broken. Thanks a lot. Wojtek Lewandowski Thanks, Marco. I will send this code tomorrow from my office. I don't have it at home. Cheers, Wojtek Hi Wojtek, Its really weird. I am pretty much sure we have tested this with Vista x64, but maybe not the latest drivers. May I send you simpified OpenGL only repro I have sent to NVidia as a bug report ? I am curious if the crash will happen with it as well ? Sure, I'm glad to help. Marco ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] crash with"multimonitormultithreadnVIDIAworkaround" enabled
Hi Wojtek, your test case behaves exactly as osgViewer does. The app crashes when wglMakeCurrent() gets called for the second time. Setting repeatMakeCurrent to 0 fixes the crash. One thing I forgot to say, is that it doesn't always crash: the success/failure ratio is about 1 to 15. This applies to both osgViewer and your test program. Also, it seems that forcing the "multithreaded optimization" option to "enabled" in the nVIDIA Control Panel (it defaulted to "automatic" in my driver) makes things work. I still consider this a driver bug, however, because leaving an optional optimization to its default value should never crash applications. Marco -- From: "Wojciech Lewandowski" <[EMAIL PROTECTED]> Sent: Wednesday, November 12, 2008 11:42 AM To: Subject: Re: [osg-users] crash with"multimonitormultithreadnVIDIAworkaround" enabled Hi Marco, Here it is. My server does not like sending exectuables. I hope You don't mind VS 9.0 source & solution. Example is as simple as multithreaded opengl example can be. WindowOGL class does initlaization in one thread and rendering in the other thread. Its repeatMakeCurrent variable is set to 1 by default which means that each makeCurrentContext will be repeated once. So if everything goes exactly like with osgViewer it should the crash there. If you find that example works, try runing with repeatMakeCurrent set to 0 and check if the screen is all green (does not display red triangle). Red triangle would mean that drivers have remained broken. Thanks a lot. Wojtek Lewandowski Thanks, Marco. I will send this code tomorrow from my office. I don't have it at home. Cheers, Wojtek Hi Wojtek, Its really weird. I am pretty much sure we have tested this with Vista x64, but maybe not the latest drivers. May I send you simpified OpenGL only repro I have sent to NVidia as a bug report ? I am curious if the crash will happen with it as well ? Sure, I'm glad to help. Marco ___ 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