OSG LOD崩溃
当LOD的孩子共享顶点数据时,会崩溃。LOD的一个孩子是四边形,一个孩子是八边形。按需更新LOD。我这里为了简化就一直更新LOD。当CRASH_LOD 宏是 0,不崩溃,是1时崩溃。代码如下。
也可见 https://github.com/openscenegraph/OpenSceneGraph/issues/1043
/***************************************************************************
* Copyright (C) 2017, Deping Chen, cdp97531@sina.com
*
* All rights reserved.
* For permission requests, write to the author.
*
* This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
* KIND, either express or implied.
***************************************************************************/
#include <osg/Geode>
#include <osgViewer/Viewer>
#include <osg/LOD>
#include <osgGA/TrackballManipulator>
#define CRASH_LOD 0
class UpdateLOD : public osg::NodeCallback
{
public:
void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
if (nv->getVisitorType() == osg::NodeVisitor::UPDATE_VISITOR)
{
osg::LOD* lod = static_cast<osg::LOD*>(node);
#if CRASH_LOD
osg::Geometry* lod1 = lod->getChild(0)->asGeometry();
osg::Geometry* lod2 = lod->getChild(1)->asGeometry();
#else
lod->removeChildren(0, lod->getNumChildren());
osg::ref_ptr <osg::Geometry> lod1 = new osg::Geometry();
osg::ref_ptr <osg::Geometry> lod2 = new osg::Geometry();
lod->addChild(lod1, 0, 8.f);
lod->addChild(lod2, 8.f, FLT_MAX);
#endif
auto posA = new osg::Vec3Array;
const float sqrt_2_2 = sqrt(2) / 2.0f;
posA->push_back(osg::Vec3f(0, 0, 0));
posA->push_back(osg::Vec3f(1, 0, 0));
posA->push_back(osg::Vec3f(sqrt_2_2, 0, sqrt_2_2));
posA->push_back(osg::Vec3f(0, 0, 1));
posA->push_back(osg::Vec3f(-sqrt_2_2, 0, sqrt_2_2));
posA->push_back(osg::Vec3f(-1, 0, 0));
posA->push_back(osg::Vec3f(-sqrt_2_2, 0, -sqrt_2_2));
posA->push_back(osg::Vec3f(0, 0, -1));
posA->push_back(osg::Vec3f(sqrt_2_2, 0, -sqrt_2_2));
lod1->setVertexArray(posA);
lod2->setVertexArray(posA);
auto colorA = new osg::Vec3Array(osg::Array::Binding::BIND_OVERALL);
colorA->push_back(osg::Vec3(1, 0, 0));
lod1->setColorArray(colorA);
lod2->setColorArray(colorA);
osg::ref_ptr<osg::UShortArray> indices1 = new osg::UShortArray;
const unsigned short i1a[] = { 0, 1, 2, 0, 2, 3, 0, 3, 4, 0, 4, 5, 0, 5, 6, 0, 6, 7, 0, 7, 8, 0, 8, 1};
indices1->assign(std::begin(i1a), std::end(i1a));
osg::ref_ptr<osg::UShortArray> indices2 = new osg::UShortArray;
const unsigned short i2a[] = { 0, 1, 3, 0, 3, 5, 0, 5, 7, 0, 7, 1 };
indices2->assign(std::begin(i2a), std::end(i2a));
lod1->removePrimitiveSet(0, lod1->getNumPrimitiveSets());
lod1->addPrimitiveSet(new osg::DrawElementsUShort(osg::PrimitiveSet::TRIANGLES, (unsigned int)indices1->size(), indices1->asVector().data()));
lod1->dirtyBound();
lod2->removePrimitiveSet(0, lod2->getNumPrimitiveSets());
lod2->addPrimitiveSet(new osg::DrawElementsUShort(osg::PrimitiveSet::TRIANGLES, (unsigned int)indices2->size(), indices2->asVector().data()));
lod2->dirtyBound();
}
// must call any nested node callbacks and continue subgraph traversal.
NodeCallback::traverse(node, nv);
}
};
osg::Group* createLOD()
{
osg::ref_ptr<osg::LOD> lod = new osg::LOD;
#if CRASH_LOD
osg::ref_ptr <osg::Geometry> lod1 = new osg::Geometry();
osg::ref_ptr <osg::Geometry> lod2 = new osg::Geometry();
lod->addChild(lod1, 0, 8.f);
lod->addChild(lod2, 8.f, FLT_MAX);
#endif
lod->addUpdateCallback(new UpdateLOD);
return lod.release();
}
int main(int argc, char **argv)
{
osgViewer::Viewer viewer;
osg::ref_ptr<osg::GraphicsContext::Traits> traits =
new osg::GraphicsContext::Traits;
traits->x = 50;
traits->y = 50;
traits->width = 800;
traits->height = 600;
traits->windowDecoration = true;
traits->doubleBuffer = true;
osg::ref_ptr<osg::GraphicsContext> gc =
osg::GraphicsContext::createGraphicsContext(traits.get());
osg::ref_ptr<osg::Camera> camera = viewer.getCamera();
camera->setGraphicsContext(gc);
camera->setViewport(
new osg::Viewport(0, 0, traits->width, traits->height));
// add model to viewer.
viewer.setSceneData(createLOD());
viewer.realize();
return viewer.run();
}
改成这样就不崩溃了。
#if CRASH_LOD
osg::ref_ptr <osg::Geometry> lod1 = new osg::Geometry();
osg::ref_ptr <osg::Geometry> lod2 = new osg::Geometry();
lod1->setDataVariance(osg::Object::DYNAMIC);
lod2->setDataVariance(osg::Object::DYNAMIC);
lod->addChild(lod1, 0, 8.f);
lod->addChild(lod2, 8.f, FLT_MAX);
#endif
但是我真实的程序还是崩溃,真让人崩溃。