I'm encountering a bizarre problem with my X-Code build - with (so
far) 2.5.5 and the 2.6.0-rc2 (will try 2.6.0-final in a moment). I'll
say right now that I assume it must be a local config problem, I'm not
trying to blame OSG for the problem (much), just need some help to get
things working.
Using the supplied X-Code projects, I can build all of OSG just fine.
It so happens that I'm switching the SDK from 10.4 to 10.5, and I have
to fix one path in project to build : the osgWidgets path references
itself via a path that only works in checkout, not a snapshot. Both of
these things seem pretty minor and unrelated to the problem I'm having.
The problem is, having built **all** of OSG (in either debug or
release, BTW), nothing works - all the OSG apps launch, but segfault
within a few seconds - some immediately, some others sort of work
(osgplanets, untextured) but then crash, others load but the display
is broken (osgforrest, the tree billboard quads are random colors,
then it crashes) and so on. The crashes are all very strange - deep
inside the AGL / CGL code, pthread mutex or condvar internal segfaults
(loads of these), or just in the guts of the GL driver. Most seem to
be mangled pointers, but when I look at the OSG objects on the stack,
they usually look okay - no obvious corruption, though I'm guessing
what values are sane for the OSG internals.
So, something is obviously very screwed up with my build (or my
runtime environment). I've built and run countless other GL
applications with the same tool chain, and I build C++ apps every day
- I am sceptical that something is seriously wrong with my compiler /
OpenGL framework / GL driver. Oh, yes, this happens on two different
machines (both running 10.5 and X-Code 3.0 / 3.1), a MacPro and a
MacBook Pro.
Soooo - what on earth can be going on? I'm looking forward to testing
a binary 2.6.0 release, but I'm also mystified. The whole thing feels
like memory corruption or some hellish threading problem, but I don't
see why I would be getting those when no one else is.
So, any bright ideas? I'd be happy to have my amazingly dumb mistake
pointed out.
I suppose I should try a Cmake build of 2.6.0 as well.
James
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