[ODE] Drawstuff vs. stack size?

Tobias Zimmer tozim at gmx.de
Mon Jul 30 12:22:30 MST 2007

Yes, I do use hashspaces! What do you recommend instead?


Am 30.07.2007 um 20:54 schrieb Mark Williams:

> 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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