I have been working on tracking down why my application seg faults. The
code seems to be trying to delete a GL buffer that does not exist. The
problematic code is, to the best of my knowledge, the same as that found in
osgViewer::Renderer::flushAndCompile(). I have that code in postFrame() as
Ja
LObjects(availableTime);". If I comment out
that line, I do not get a segmentation fault, but the frame rate drops
steadily while the application runs. Is this a threading or context issue?
Any help would be greatly appreciated.
Thank you,
Levi
On Thu, Jan 14, 2010 at 1:14 PM, Jason Daly wr
I am working on a VRJuggler project that uses OSG as its scenegraph. I need
to use a PagedLOD for the terrain because of its size. I used Virtual
Planet Builder to generate the PagedLOD and added that PagedLOD to the
scenegraph as a node. The application shows only the lowest resolution
model of
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