hi, 

i wanted to debug an osg example (osgtessellate) to see how the number of 
primitives changes inside a "Geode" instance while tessellation is done. first 
of all, let me tell you that i'm not only new to osg, but also to debugging c++ 
applications, so if something seems strange the way i have done please let me 
know.



first, i changed the scope of the object i was interessed in to global scope:

osg::Group *makeTessellateExample (void) {
    osg::Group *grp=new osg::Group;
    osg::Geode gd=new osg::Geode;
...

extern osg::Geode *gd=0;
osg::Group *makeTessellateExample (void) {
    osg::Group *grp=new osg::Group;
    gd=new osg::Geode;
...


then i set a breakpoint inside a function of the applicationcode, which is also 
called once initalization is done.

bool KeyboardEventHandle::handle(...
{
    switch(ea.getEventType())
    {
        case(osgGA::GUIEventAdapter::KEYDOWN):
        {
            if (_scene && ea.getKey()=='n')  <<< BREAKPOINT >>>
...


finally when i pressed 'n' during runtime i could inspect the Geode instance in 
debugmode.

---

my questions are:

* at first i had some problems to find a suited place for the breakpoint, to 
pause the debugger so i can inspect my object. if there wouldn't be the 
keyboard-event-handler function inside the osgtessellation example, nothing 
inside the applicationcode would be re-called once initialization is done. so 
whats the preferred place for a breakpoint if viewer.run() is used?

* if i don't set a breakpoint, than it seems there is another possibility to 
pause the debugger of my IDE (vs 8.0). it's called "BREAK ALL" and program flow 
is paused inside of an arbitrary OSG function (xutility, vector, etc.). but 
from there i dont' have access to my Geode instane (because it's out of 
scope?). so whats the best way to debug an osg application?


thanks in advance,
christian

------------------
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http://forum.openscenegraph.org/viewtopic.php?p=7791#7791





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