[osg-users] SetAttribute crash...
neil.hughes at tesco.net
neil.hughes at tesco.net
Mon Mar 23 03:40:25 PDT 2009
thanks for the response.
I sense the bullet heading my way ;-(
will ponder a little longer.
---- Robert Osfield <robert.osfield at gmail.com> wrote:
> Hi Neil,
> The best thing you could look at is to check that the object you are trying
> to set is a valid object, and hasn't been deleted. Beyond this I don't
> think there is much we could do to help.
> And as gentle, perhaps it's time to updated to OSG-2.8, as it time passes it
> become increasingly difficult to support OSG-1.2 users as the knowledge of
> this old rev is a bit of distant memory for most of us. If you want to use
> these old rev's then you'll need to increasingly take responsibility for
> support of it, or... just bite the bullet and upgrade, it needn't be a
> difficult experience.
> On Mon, Mar 23, 2009 at 9:59 AM, <neil.hughes at tesco.net> wrote:
> > Hi All,
> > I have a standalone windows application (MDI) that embeds OSG in a window,
> > loads an object, applies a texture, and displays the object for viewing.
> > This works fine. No problems at all.
> > I've also got a more complicated ActiveX control that does the same sort of
> > thing, and this works fine as a release build running on an XP platform.
> > However, when I move the ActiveX control to a Vista box, I get a crash in
> > the Release build when trying to call setTextureAttributeAndModes on the
> > stateset object of the drawable for my 3D object.
> > In an attempt to identify what's happening, I've recompiled OSG (I should
> > say OSG1.2, sorry) with a few protected: classifications removed so that I
> > can look at the values a bit easier, and step into some code. Having done
> > this, it looks like when the setAttribute function is eventually called from
> > setTextureAttributeAndModes, as soon as it executes the line
> > itr->second.first = attribute;
> > the system dies a horrible death, taking down the web browser in which the
> > activeX control is running. Looking at the call stack it seems to be
> > occuring when trying to clean up the dereferencing of the previously
> > assigned texture (this was assigned as part of the 3DS load operation).
> > I can't believe that its the OSG code as such as the standalone version
> > runs fine, however I was wondering whether anyone else has had a similar
> > issue, and if so, could you give any tips as to what might be going wrong?
> > Many thanks for any help.
> > Neil.
> > _______________________________________________
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> > osg-users at lists.openscenegraph.org
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