<div dir="ltr">Hi David,<br><div class="gmail_extra"><br><div class="gmail_quote">On 29 June 2015 at 14:19, david boublil <span dir="ltr"><<a href="mailto:davboub@gmail.com" target="_blank">davboub@gmail.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">What do you mean by tracking with a debugger? </blockquote><div><br></div><div>A debugger as in gdb, VisualStudio etc.<br></div><div><br> </div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">I attached to my previous message the output obtained with in the osg debug mode...<br>
Concerning the other info, I am running my code on linux, with 2.8.1 osg version.<br></blockquote><div><br></div><div>You could just try updating to a more up to date version of the OSG, 2.8.1 is pretty ancient. OSG-3.2.x is a better bet alround. I have no clue whether it will have any baring on the floating point error.<br> </div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
The code I attached is working if I am removing the ShadowMap technique and is showing the scene without shadow.<br>
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.<br></blockquote><div><br></div><div>Again. A stack trace is required.<br></div><div><br></div><div>Also info on hardware + GL drive would be useful as it could well be a driver bug.<br><br></div><div>Robert.<br></div></div></div></div>