Hi,

On Fri, 2009-06-26 at 20:17 -0500, Carsten Neumann wrote:
>       Hi Gerrit,
> 
> Gerrit Voß wrote:
> > On Fri, 2009-06-26 at 15:55 -0500, Carsten Neumann wrote:
> >> no, something broke badly inside OpenSG :( I'm looking into it ATM.
> >> This example used to work fine (after all it is close to being the most 
> >> simple MT example one can imagine).
> > 
> > the only issue I see is that you initially sync one circle
> > App -> Anim -> App. And that was always a thorny issue which
> > should be avoided.
> 
> hm, does that apply although it does an applyAndClear() when syncing App 
> -> Anim?

The problems is only the App changelist is cleared. The Anim changelist
stays full. Just put a  animationThread->getChangeList()->clear();
before the loop and the torus is spinning ;). I'm currently trying
to find a good guess what is wrong ;)

> > Why it crashes on Windows might be a separate issue.
> 
> debugging on windows shows strange things: When printing the scene graph 
> in rotate() and display() (using SceneGraphPrinter from 
> System/FieldContainer/Misc/OSGFieldContainerUtils.h) they are different 
> and both do not have the node with the geometry in it. Plus putting a 
> print into FieldContainer::resolveLinks shows containers dying earlier 
> than expected and adding a Thread::getCurrentAspect() prints nonsense 
> values (~40000).

hmm that is really weird. But I see a container dying thing in
valgrind too, I'll have a look.

> So currently I'm wondering if the thread local stuff might be broken? 

Which variant are you using, localstorage or declspec(__theread) ?

> I've been using RelWithDebInfo builds for both OpenSG and the Tutorials.
> I can look into this some more over the weekend, but for today I've had 
> enough of windows ;) ;)

I'll see what I can make of the problems I see in valgrind. 

kind regards,
  gerrit


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