Re: [osg-users] osgShadow - Application crash
Hi Jean Sebastien Guay , Thanks Jean Sebastien Guay for your help . ... Thank you! Cheers, manish -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21061#21061 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgShadow - Application crash
Hi Manish, I have integrated Chipset and no additional 3d graphics card installed . Yes, I gathered as much from the error messages that you posted. Is Software rendering is possible ? For shadows, you really need Framebuffer Objects to get any acceptable performance. I have seen some integrated chipsets that will make OSG fall back from Framebuffer Objects to pbuffers (as yours does) and then work with pbuffer but more slowly. In your case, it seems that your driver doesn't even support pbuffers. You might try upgrading your integrated chipset's driver, perhaps that will make it support pbuffers, but I doubt the performance will be acceptable. So you'll probably have to disable shadows when running on that chipset. Note that it's the application's responsibility to detect the hardware or use config files or some other mechanism to disable features that aren't supported / are too slow on the current hardware. Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgShadow - Application crash
Hi, I have integrated Chipset and no additional 3d graphics card installed . Is Software rendering is possible ? If yes then what is that software name ? Thank you! Cheers, manish -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=20857#20857 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgShadow - Application crash
Hello Manish, After termination of the program , I got following message in the command window :- PixelBufferWin32::closeImplementation, wglReleasePbufferDCARB error: Invalid dev ice context (DC) handle. PixelBufferWin32::closeImplementation, wglDestroyPbufferARB error: Error code 32 21684230 How can I solve this problem ? Seems to me that your video card / drivers don't support Framebuffer Objects, and when osgShadow requests an FBO render-to-texture camera, OSG falls back to using pbuffers, and the messages above would suggest that your card doesn't support those either. What hardware are you running this on? We're using osgShadow on a wide range of video cards, from nVidia 7xxx line to the most recent GTX 2xx line. However we know that on most laptop integrated chipsets, we disable shadows (by trying to detect if the OpenGL driver supports Framebuffer Objects, as well as Fragment and Vertex shaders) because they will either run too slow or crash as they do for you. There is currently no such detection in osgShadow itself, it's up to the application developer to implement it. So the osgShadow example will try to run the same on any system, even if the system doesn't support the basic things it needs to do its work. This seems to be the case for you, but I'd need more information to know for sure. Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgShadow - Application crash
Hi, Hi, Osgshadow example does not work. While running osgshadow program application crash with the following stack trace -: > ig4dev32.dll!037cd5b6() > [Frames below may be incorrect and/or missing, no symbols loaded for > ig4dev32.dll] > ig4icd32.dll!0342a535() > ig4icd32.dll!035e6d49() > opengl32.dll!6103a2f5() > opengl32.dll!6103a2a5() > opengl32.dll!6103cccd() > > osg55-osgViewerd.dll!osgViewer::PixelBufferWin32::closeImplementation() > > Line 696 + 0x12 bytes C++ > osg55-osgViewerd.dll!osgViewer::PixelBufferWin32::~PixelBufferWin32() > Line 480 C++ > osg55-osgViewerd.dll!osgViewer::PixelBufferWin32::`vector deleting > destructor'() + 0x57 bytes C++ > osg55-osgd.dll!osg::Referenced::unref() Line 176 + 0x23 bytes C++ > > osg55-osgUtild.dll!osg::ref_ptr::~ref_ptr() > Line 33 + 0x24 bytes C++ > osg55-osgUtild.dll!osgUtil::RenderStage::~RenderStage() Line 118 + > 0x4e bytes C++ > osg55-osgUtild.dll!osgUtil::RenderStage::`vector deleting destructor'() > + 0x57 bytes C++ > osg55-osgd.dll!osg::Referenced::unref() Line 176 + 0x23 bytes C++ > > osg55-osgUtild.dll!osg::ref_ptr::~ref_ptr() > Line 33 + 0x24 bytes C++ > osg55-osgUtild.dll!std::pair const,osg::ref_ptr >::~pair const,osg::ref_ptr >() + 0x19 bytes C++ > > osg55-osgUtild.dll!std::_Tree_nod *,osg::ref_ptr,std::less *>,std::allocator const,osg::ref_ptr > >,0> >::_Node::~_Node() + 0x19 > bytesC++ > > osg55-osgUtild.dll!std::_Tree_nod *,osg::ref_ptr,std::less *>,std::allocator const,osg::ref_ptr > >,0> >::_Node::`scalar deleting > destructor'() + 0x16 bytes C++ > > osg55-osgUtild.dll!std::_Destroy *,osg::ref_ptr,std::less *>,std::allocator const,osg::ref_ptr > >,0> > >::_Node>(std::_Tree_nod *,osg::ref_ptr,std::less *>,std::allocator const,osg::ref_ptr > >,0> >::_Node * _Ptr=0x01633d30) > Line 60 C++ > > osg55-osgUtild.dll!std::allocator *,osg::ref_ptr,std::less *>,std::allocator const,osg::ref_ptr > >,0> > >::_Node>::destroy(std::_Tree_nod *,osg::ref_ptr,std::less *>,std::allocator const,osg::ref_ptr > >,0> >::_Node * _Ptr=0x01633d30) > Line 160 + 0x9 bytesC++ > osg55-osgUtild.dll!std::_Tree *,osg::ref_ptr,std::less *>,std::allocator const,osg::ref_ptr > >,0> > >::_Erase(std::_Tree_nod *,osg::ref_ptr,std::less *>,std::allocator const,osg::ref_ptr > >,0> >::_Node * > _Rootnode=0x01633d30) Line 1172 C++ > osg55-osgUtild.dll!std::_Tree *,osg::ref_ptr,std::less *>,std::allocator const,osg::ref_ptr > >,0> > >::_Erase(std::_Tree_nod *,osg::ref_ptr,std::less *>,std::allocator const,osg::ref_ptr > >,0> >::_Node * > _Rootnode=0x0162c798) Line 1170 C++ > osg55-osgUtild.dll!std::_Tree *,osg::ref_ptr,std::less *>,std::allocator const,osg::ref_ptr > >,0> >::clear() Line 972 > C++ > osg55-osgUtild.dll!std::_Tree *,osg::ref_ptr,std::less *>,std::allocator const,osg::ref_ptr > >,0> > >::erase(std::_Tree *,osg::ref_ptr,std::less *>,std::allocator const,osg::ref_ptr > >,0> >::const_iterator > _First=(0x01615308 {_rootStateGraph={...} _currentStateGraph=0xfeeefeee > _rootRenderStage={...} ...},{_ptr=0x0162c7f0 }), > std::_Tree *,osg::ref_ptr,std::less *>,std::allocator const,osg::ref_ptr > >,0> >::const_iterator > _Last=(0xcdcdcdcd {_rootStateGraph={...} _currentStateGraph=??? > _rootRenderStage={...} ...},{_ptr=0xcdcdcdcd })) Line 938 C++ > osg55-osgUtild.dll!std::_Tree *,osg::ref_ptr,std::less *>,std::allocator const,osg::ref_ptr > >,0> >::_Tidy() Line 1421 + 0x77 > bytes C++ > osg55-osgUtild.dll!std::_Tree *,osg::ref_ptr,std::less *>,std::allocator const,osg::ref_ptr > >,0> > >::~_Tree *,osg::ref_ptr,std::less *>,std::allocator const,osg::ref_ptr > >,0> >() Line 541 C++ > osg55-osgUtild.dll!std::map *,osg::ref_ptr,std::less *>,std::allocator const,osg::ref_ptr > > >::~map *,osg::ref_ptr,std::less *>,std::allocator const,osg::ref_ptr > > >() + 0x16 bytes C++ > osg55-osgUtild.dll!osgUtil::RenderStageCache::~RenderStageCache() + > 0x40 bytes C++ > osg55-osgUtild.dll!osgUtil::RenderStageCache::`scalar deleting > destructor'() + 0x16 bytes C++ > osg55-osgd.dll!osg::Referenced::unref() Line 176 + 0x23 bytes C++ > osg55-osgd.dll!osg::ref_ptr::~ref_ptr() Line > 33 + 0x20 bytes C++ > osg55-osgd.dll!osg::Camera::~Camera() Line 77 + 0x5a bytes C++ > osg55-osgShadowd.dll!osg::Camera::`scalar deleting destructor'() + > 0x1a bytes C++ > osg55-osgd.dll!osg::Referenced::unref() Line 176 + 0x23 bytes C++ > osg55-osgShadowd.dll!osg::ref_ptr::~ref_ptr() > Line 33 + 0x24 bytes C++ > osg55-osgShadowd.dll!osgShadow::ShadowMap::~ShadowMap() Line 91 + 0xcf > bytes C++ > osgshadowd.exe!osgShadow::ShadowMap::`scalar deleting destructor'() + > 0x1a bytes C++ >
Re: [osg-users] osgShadow - Application crash
Hi Manish, It's not normal for osgShadow to crash so it's not something others in the community will be immediately be able to help you with as there are no clues to the cause of the crash. Does the osgshadow example work? What is the strack trace when the app crashes? Robert. On Thu, Dec 3, 2009 at 7:22 AM, manish Choudhary wrote: > Hi, > > Im trying to add shadows to my scene, code taken from osgshadow example but > my application crash > > If I dont set the setShadowTechnique then my application does not crash, but > i obviously don't get shadows either. Ive tried each of the shadow techniques > but only Shadow volumes technique . > Why my application crash while using other shadow technique ? > How can I solve this problem ? > > Thank you! > > Cheers, > manish > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=20790#20790 > > > > > > ___ > 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] osgShadow - Application crash
Hi, Im trying to add shadows to my scene, code taken from osgshadow example but my application crash If I dont set the setShadowTechnique then my application does not crash, but i obviously don't get shadows either. Ive tried each of the shadow techniques but only Shadow volumes technique . Why my application crash while using other shadow technique ? How can I solve this problem ? Thank you! Cheers, manish -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=20790#20790 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org