Hi David,
Usually there is not much value in a "floating point exception". I guess
there is an NaN or division by zero, which I observed for empty or
degenerate scene bounds.
I advise to compile with floating point exceptions disabled, as osg will
print out errors to the console in those cases anyways (check your
compiler flags) and osg is not using structured exceptions ...
If you are using Visual Studio you can enable catching exceptions from
the debugger to see where they are thrown and can provide a call stack,
so I guess something like this is possible with gdb too.
Also: are the osgshadow examples working?
Cheers
Sebastian
Hi Robert,
thanks for your answer!
What do you mean by tracking with a debugger? I attached to my previous message
the output obtained with in the osg debug mode...
Concerning the other info, I am running my code on linux, with 2.8.1 osg
version.
The code I attached is working if I am removing the ShadowMap technique and is
showing the scene without shadow.
I also tried to replace ShadowMap by other technique but: whether it's running without
showing any shadow (for example using ShadowTexture,ShadowTexture techniques) or it's
just not working (SoftShadowMap, ParallelSplitShadowMap) and the same "floating
point exception" error is obtained.
Thank you in advance!
Cheers,
david
------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=64211#64211
_______________________________________________
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