[osg-users] Segfault occuring in -- void Text::drawImplementation(osg::State& state, const osg::Vec4& colorMultiplier) const -- after updating from osg 3.3.1 to the current trunk
Robert Osfield
robert.osfield at gmail.com
Thu Apr 30 00:53:40 PDT 2015
HI Curtis,
I don't recall any chances to osgText that might cause a crash in this
particular bit of code. The particular data structure that is causing
the problem is a one that should be the same size as the number of
contexts that are active in your application. Are you changing the
number of graphics context on the fly in your application?
Could you create a small example that illustrates the crash?
Robert.
On 29 April 2015 at 22:02, Curtis Rubel <crubel at compro.net> wrote:
> Hi,
>
> We have an application that is outputting a number of osgText::Text objects as well as some osgLabel objects.
>
> Everything appears to be working fine when compiled against OSG 3.3.1
>
> On the current trunk as of yesterday, I am getting a segfault in osgText Text.cpp drawImplementation() function.
>
>
> Code:
>
> if ( !_textureGlyphQuadMap.empty() )
> {
> const GlyphQuads& glyphquad = (_textureGlyphQuadMap.begin())->second;
> if ( glyphquad._transformedCoords[contextID]->empty() )
> {
> computePositions(contextID);
> }
> }
>
>
>
>
> In the snippet above, the glyphquad._transformedCoords has 3 items in it.
> Items 0 and 1 contain what appear to be valid pointers, but item 2 contains a NULL pointer. So when the contextID for the current incoming state is 2, we get the segfault.
>
> I have gone back and looked at the Text and Label objects and they are all setup with a datavariance of Dynamic since the text can change based on user selection during runtime, just as something I thought might be related.
>
> I know this is a long shot with such little information, but is there anything that anyone can tell me that might cause something like this to occur? Has something changed in this area since OSG release 3.3.1 that we possibly need to account for now?
>
> Sorry about the code snippet output, not sure what is causing the ?? output in the code area, as they are just spaces in there.
>
> Thank you,
>
> Cheers
>
> Curtis
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=63572#63572
>
>
>
>
>
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