下面的代码来自一本书。当我尝试运行它时,它会失败。
osg::ref_ptr geom =新osg::几何();
而且,除了告诉我它崩溃的原因之外,输出窗口似乎没有包含太多关于它崩溃的信息。知道我在下面的代码中做错了什么吗?提前谢谢。
下面是在Visual 2010(windows 7 64)中运行此操作时窗口出现的错误
窗口在OSGPracticeLab.exe中触发了一个断点。这可能是由于堆损坏所致,它表示OSGPracticeLab.exe或其加载的任何DLL中存在错误。这也可能是由于用户按下F12,而OSGPracticeLab.exe有焦点。输出窗口可能有更多的诊断信息。
在尝试调试代码时,我能够将问题跟踪到新函数调用。在下面的代码中,应该跳过while循环,并返回p的空值(没有分配内存,因此下面代码中的几何对象没有实例化)。
void *__CRTDECL operator new(size_t size) _THROW1(_STD bad_alloc)
{ // try to allocate size bytes
void *p;
while ((p = malloc(size)) == 0)
if (_callnewh(size) == 0)
{ // report no memory
static const std::bad_alloc nomem;
_RAISE(nomem);
}
return (p);
}下面是我绘制一些形状和显示的程序。
#include <osg/ShapeDrawable>
#include <osg/Geode>
#include <osgViewer/Viewer>
int main()
{
//An octahedron is a polyhedron having eight triangle faces.
//It is really a nice example to show why primitive indexing is important
// we will sketch the octahedron structure now
osg::ref_ptr<osg::Vec3Array> vertices = new osg::Vec3Array(6);
//octahedron has six vertices, each shaed by four triangles.
//withe the help of an index array and the osg::DrawElementsUInt class, we can allocate
//a vertex array with only six elements
(*vertices)[0].set( 0.0f, 0.0f, 1.0f);
(*vertices)[1].set(-0.5f,-0.5f, 0.0f);
(*vertices)[2].set( 0.5f,-0.5f, 0.0f);
(*vertices)[3].set( 0.5f, 0.5f, 0.0f);
(*vertices)[4].set(-0.5f, 0.5f, 0.0f);
(*vertices)[5].set( 0.0f, 0.0f,-1.0f);
//The osg::DrawElementsUInt accepts a size parameter besides the drawing mode parameter, too.
//After that, we will specify the indices of vertices to describe all eight triangle faces.
osg::ref_ptr<osg::DrawElementsUInt> indices = new osg::DrawElementsUInt(GL_TRIANGLES, 24);
(*indices)[0] = 0; (*indices)[1] = 1; (*indices)[2] = 2;
(*indices)[3] = 0; (*indices)[4] = 2; (*indices)[5] = 3;
(*indices)[6] = 0; (*indices)[7] = 3; (*indices)[8] = 4;
(*indices)[9] = 0; (*indices)[10]= 4; (*indices)[11]= 1;
(*indices)[12]= 5; (*indices)[13]= 2; (*indices)[14]= 1;
(*indices)[15]= 5; (*indices)[16]= 3; (*indices)[17]= 2;
(*indices)[18]= 5; (*indices)[19]= 4; (*indices)[20]= 3;
(*indices)[21]= 5; (*indices)[22]= 1; (*indices)[23]= 4;
//To create a geometry with a default white color, we only set the vertex array
//and the osg::DrawElementsUInt primitive set. The normal array is also required but is not easy
//to compute manually. We will use a smoothed normal calculator to automatically obtain it. This calculator
//will be described in the next section, Using polygonal techniques.
osg::ref_ptr<osg::Geometry> geom = new osg::Geometry();
geom->setVertexArray( vertices.get() );
geom->addPrimitiveSet( indices.get() );
//osgUtil::SmoothingVisitor::smooth( *geom );
//Add the geometry to an osg::Geode object and make it the scene root
osg::ref_ptr<osg::Geode> root = new osg::Geode;
root->addDrawable( geom.get() );
osgViewer::Viewer viewer;
viewer.setSceneData( root.get() );
return viewer.run();
}
int drawShapeUsingVertices()
{
//Create the vertex array and push the four corner points to the back of the array by using vector like operations:
osg::ref_ptr<osg::Vec3Array> vertices = new osg::Vec3Array;
vertices->push_back( osg::Vec3(0.0f, 0.0f, 0.0f) );
vertices->push_back( osg::Vec3(1.0f, 0.0f, 0.0f) );
vertices->push_back( osg::Vec3(1.0f, 0.0f, 1.0f) );
vertices->push_back( osg::Vec3(0.0f, 0.0f, 1.0f) );
//We have to indicate the normal of each vertex; otherwise OpenGL will use a default (0, 0, 1) normal vector
//and the lighting equation calculation may be incorrect. The four vertices actually face the same direction,
//so a single normal vector is enough. We will also set the setNormalBinding() method to BIND_OVERALL later.
osg::ref_ptr<osg::Vec3Array> normals = new osg::Vec3Array;
normals->push_back( osg::Vec3(0.0f,-1.0f, 0.0f) );
osg::ref_ptr<osg::Vec4Array> colors = new osg::Vec4Array;
//here We will indicate a unique color value to each vertex and make them colored. By default,
//OpenGL will use smooth coloring and blend colors at each vertex together:
colors->push_back( osg::Vec4(1.0f, 0.0f, 0.0f, 1.0f) );
colors->push_back( osg::Vec4(0.0f, 1.0f, 0.0f, 1.0f) );
colors->push_back( osg::Vec4(0.0f, 0.0f, 1.0f, 1.0f) );
colors->push_back( osg::Vec4(1.0f, 1.0f, 1.0f, 1.0f) );
//Next, we create the osg::Geometry object and set the prepared vertex, normal, and color arrays to it.
//We also indicate that the single normal should be bound to the entire geometry and that the colors
//should be bound per vertex:
osg::ref_ptr<osg::Geometry> quad = new osg::Geometry;
quad->setVertexArray( vertices.get() );
quad->setNormalArray( normals.get() );
quad->setNormalBinding( osg::Geometry::BIND_OVERALL );
quad->setColorArray( colors.get() );
quad->setColorBinding( osg::Geometry::BIND_PER_VERTEX );
//The last step required to finish a geometry and add it to the scene graph is to specify the primitive set.
//A newly allocated osg::DrawArrays instance with the drawing mode set to GL_QUADS is used here, in order to
//render the four vertices as quad corners in a counter-clockwise order:
quad->addPrimitiveSet( new osg::DrawArrays(GL_QUADS, 0, 4) );
//Add the geometry to an osg::Geode object and render it in the scene viewer:
osg::ref_ptr<osg::Geode> root = new osg::Geode;
root->addDrawable( quad.get() );
osgViewer::Viewer viewer;
viewer.setSceneData( root.get() );
return viewer.run();
}发布于 2012-07-04 05:47:36
我对密码没有任何问题。它是从初学者指南上学来的,效果很好:
#include <osg/Geometry>
#include <osg/Geode>
#include <osgViewer/Viewer>
int main()
{
osg::ref_ptr<osg::Vec3Array> vertices = new osg::Vec3Array;
vertices->push_back( osg::Vec3(0.0f, 0.0f, 0.0f) );
vertices->push_back( osg::Vec3(1.0f, 0.0f, 0.0f) );
vertices->push_back( osg::Vec3(1.0f, 0.0f, 1.0f) );
vertices->push_back( osg::Vec3(0.0f, 0.0f, 1.0f) );
osg::ref_ptr<osg::Vec3Array> normals = new osg::Vec3Array;
normals->push_back( osg::Vec3(0.0f,-1.0f, 0.0f) );
osg::ref_ptr<osg::Vec4Array> colors = new osg::Vec4Array;
colors->push_back( osg::Vec4(1.0f, 0.0f, 0.0f, 1.0f) );
colors->push_back( osg::Vec4(0.0f, 1.0f, 0.0f, 1.0f) );
colors->push_back( osg::Vec4(0.0f, 0.0f, 1.0f, 1.0f) );
colors->push_back( osg::Vec4(1.0f, 1.0f, 1.0f, 1.0f) );
osg::ref_ptr<osg::Geometry> quad = new osg::Geometry;
quad->setVertexArray( vertices.get() );
quad->setNormalArray( normals.get() );
quad->setNormalBinding( osg::Geometry::BIND_OVERALL );
quad->setColorArray( colors.get() );
quad->setColorBinding( osg::Geometry::BIND_PER_VERTEX );
quad->addPrimitiveSet( new osg::DrawArrays(GL_QUADS, 0, 4) );
osg::ref_ptr<osg::Geode> root = new osg::Geode;
root->addDrawable( quad.get() );
osgViewer::Viewer viewer;
viewer.setSceneData( root.get() );
return viewer.run();
} 我建议您检查项目属性。
您是否包括了其他包含目录:$(OSG_ROOT)\include;$(OSG_SOURCE)\include;$(OSG_ROOT)\include\osg;
如果您正处于调试模式,那么在您的预处理器定义中是否有此特性?_DEBUG;WIN32;
您是否指定了链接器附加目录:$(OSG_ROOT)\lib
您是否指定了链接器附加依赖项?:osgWidgetd.lib;osgVolumed.lib;osgViewerd.lib;osgUtild.lib;osgTextd.lib;osgTerraind.lib;osgSimd.lib;osgShadowd.lib;osgPresentationd.lib;osgParticled.lib;osgManipulatord.lib;osgGAd.lib;osgFXd.lib;osgDBd.lib;osgd.lib;osgAnimationd.lib;OpenThreadsd.lib;;;;;;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)
是否将配置属性>调试>工作目录指定为:$(OSG_ROOT)\bin
如果是极端情况,可能是因为Visual安装已损坏。尝试重新安装Visual,如果OSG安装已损坏,则重新安装OSG (从源代码构建)。提到这一点是因为我的一个朋友在运行OSG时遇到了问题,因为他的Visual已经损坏了。重新安装它。
发布于 2012-06-21 17:16:38
osg会建吗?你在OSG内部运行了“安装”项目吗?即使您这样做了,权限也可以在Win7中保存--您可能必须手动安装到程序文件中。
上面发布的示例在Win7 / VS 2008 /Win7 32发行版构建配置上为我完美地编译,构建于OSG的3.1.0版本。我刚刚用上面粘贴的代码替换了OSG解决方案中的一个示例项目中的main,它构建并运行时没有您列出的错误。
我正在使用OSG从主干-可能至少有一个小版本之前的任何预构建,但它应该工作从预构建,如果你有你的路径,等等,设置正确。当然,您也可以尝试从作者下载的示例开始:http://www.skew-matrix.com/OSGQSG/ --他们已经设置了正确的项目文件等等。
发布于 2012-06-20 22:37:05
您没有在代码中定义osg::Geometry类,因此最可能的问题是没有正确链接到定义对象或库的对象或库。
https://stackoverflow.com/questions/11129148
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