Hi Robert, yes I'm working on a standalone test program now. Multithreaded
crashes are often hard to reproduce in a vacuum, but as soon as I have
something I'll post here.
I'm running on Win10, Nvidia GTX 980 (latest drivers), Visual Studio 2013,
OpenSceneGraph-3.6 branch.
Ravi
On Tue, Dec 18, 2
Good suggestion!
On Tue, Dec 18, 2018 at 6:45 PM Christian Buchner <
christian.buch...@gmail.com> wrote:
> To debug this further, the nvidia driver supports
>
> #pragma optionNV(strict on)
>
> in the shader where it might indicate what could possibly be wrong with
> the code (this is assuming th
To debug this further, the nvidia driver supports
#pragma optionNV(strict on)
in the shader where it might indicate what could possibly be wrong with the
code (this is assuming that there is something wrong in the shader code).
Christian
Am Sa., 15. Dez. 2018 um 22:41 Uhr schrieb Chris Hanso
Hi Ravi,
My guess is that the new text implementation isn't the cause of the crash,
only it's the straw that broke the camels back, and actually there is an
underlying limitation with the OSG w..r.t you specific usage case.
Could you create a small test program that reproduces the crash. Details
Hello all,
I'm seeing a crash on the OpenSceneGraph-3.6 branch that occurs when I have
two CompositeViewers that contain Text objects in their scenes. My
simplified scenario is this:
- 2 CompositeViewers, each in singlethreaded mode, but being run at the
same time in separate threads (via OpenThre
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