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robertosfield avatar robertosfield commented on September 27, 2024

Thanks for the example. I've created a CMakeLists.txt for it, built it and reproduced the crash.

I have got it to run reliably by change the invocation of the viewer->compile() to:

auto resourceHints = vsg::ResourceHints::create();
resourceHints->maxSlot = 1;

viewer->compile(resourceHints);

This leverages the changes I made to Viewer::compile();/ResourceHints a few weeks back, but didn't get the opportunity to discuss it in detail.

I view this as a partial solution. My plan is to enable the maxSlot to be changed on a per frame basis so when we load/delete a subgraph we can increase/decrease the value if that is appropriate.

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sbrkopac avatar sbrkopac commented on September 27, 2024

What exactly is maxSlot controlling that it allows the example to compile?

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robertosfield avatar robertosfield commented on September 27, 2024

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robertosfield avatar robertosfield commented on September 27, 2024

Adding another aspect to this general issue - I've come across a crash when loading data from the official GLTF data repository, the crash is due to models that have blending so required vsg::DepthSorted nodes and vsg::Bin that they map to hasn't already been allocated in viewer setup.

To reproduce the crash:

find glTF-Sample-Models/2.0 -name "*.gltf" | xargs vsgdynamicload

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sbrkopac avatar sbrkopac commented on September 27, 2024

Should vsg-dev/VulkanSceneGraph#451 have fixed this? I need update my ecosystems.

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robertosfield avatar robertosfield commented on September 27, 2024

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robertosfield avatar robertosfield commented on September 27, 2024

I have now merged the DynamicSceneGraph branches associated with making multi-threaded dynamic scene graphs far easier and more robust to manage. The vsgdynamicload example is now far simpler so I recommend having a look over it.

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