[ODE] Drawstuff vs. stack size?

Mark Williams mark at image-engine.com
Mon Jul 30 11:54:55 MST 2007


Which collision space are you using? Hashspaces cause stack overflows 
for medium-large numbers of geoms.

Cheers,
Mark

Tobias Zimmer wrote:
> Hello again!
>
>
> I just tried to compile the next version of my construct which differs 
> from it's predecessor by
> ~2500 little cylinders, which I connected as bristles of a brush.
>
> First ODE had a stack overflow, but when I set /STACK: reserve and 
> :commit to 10000000,
> the simulation worked, including the rendering by drawstuff. Everything 
> a bit slow, but working.
>
> But if I try to move the brush, which would result in an impact on the 
> little cylinders, the simulation
> stops and the debugger shows me a problem with the "setTransform" in the 
> drawstuff.cpp. I guess
> the behaviour of the cylinders thus is calculated correctly, but it's 
> too much for the drawstuff
> rendering. If I just don't "draw" the cylinders though using them, 
> everything works alright!
>
> So, what could this be about? Does the rendering need an even bigger 
> stack? But why don't I
> get a stack overflow error than?
>
> This would lead to a following question: What could I use instead of 
> drawstuff? I know it's
> kind of a small subset of OpenGL. If anybody works with alternatives to 
> Drawstuff, which
> look better, offer more possibilites and might be faster, I would really 
> be glad for some hints!
>
> desperately wasting a saturday,
> Tobias
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