2009/3/23 Christof Krüger o...@christof-krueger.de
Sorry for the delay. I've tested the posted code and it seems to work!
I'm afraid your new email has started a new thread... so one will have to do
manual searches to know exactly what you might be on about... could you give
us some more
I'm afraid your new email has started a new thread... so one will have to do
manual searches to know exactly what you might be on about... could you give
us some more clues I did merge some changes to the destruction of
RenderBin's, is this the code?
Sorry abut this, I'm using the
Hi Christof, Hi Robert
Christof talk about the thread Bug in RenerBin (?) in date of 13 march
2009 -
herehttp://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/41482
for the last message
herehttp://article.gmane.org/gmane.comp.graphics.openscenegraph.user/41604
Robert, Your code seem
Changing the removeRenderBinPrototype to use the binName instead of the
classname fixes the crash. For this, you need to also add a member string
variable to the Proxy object in order to remember the binName.
--
Read this topic online here:
Hi Christof
Robert prefer search the RenderBin instance that you want to remove instead
of search the name of a render bin.
like this :
void RenderBin::removeRenderBinPrototype(RenderBin* proto)
{
RenderBinPrototypeList* list = renderBinPrototypeList();
if (list proto)
{
Christof Krüger wrote:
I'm using the current 2.8.0 stable release. I used the 'Browse Source' to check
the current trunk version of RenderBin.cpp and I see no change since.
The actual crash occurs later in static object destruction when
s_renderBinPrototypeList is destructed itself. I don't
Hi Paul, Hi Christof
What is smells fishy is the use of proto-className() to identify the
renderBin prototype to remove in removeRenderBinPrototype();
code
void RenderBin::removeRenderBinPrototype(RenderBin* proto)
{
RenderBinPrototypeList* list = renderBinPrototypeList();
if (list
HI David Christof et. al,
On Thu, Mar 12, 2009 at 10:13 AM, David Callu led...@gmail.com wrote:
What is smells fishy is the use of proto-className() to identify the
renderBin prototype to remove in removeRenderBinPrototype();
Well spotted David, the addRenderBinPrototype() correctly uses
Robert Osfield wrote:
HI David Christof et. al,
On Thu, Mar 12, 2009 at 10:13 AM, David Callu led...@gmail.com wrote:
What is smells fishy is the use of proto-className() to identify the
renderBin prototype to remove in removeRenderBinPrototype();
Well spotted David, the
Paul Melis wrote:
Robert Osfield wrote:
HI David Christof et. al,
On Thu, Mar 12, 2009 at 10:13 AM, David Callu led...@gmail.com wrote:
What is smells fishy is the use of proto-className() to identify the
renderBin prototype to remove in removeRenderBinPrototype();
Well spotted
Hi Robert
What about the case of register two prototype with the same name. There are
any warning message for the user.
I fix this like that
void RenderBin::addRenderBinPrototype(const std::string binName, RenderBin*
proto)
{
RenderBinPrototypeList* list = renderBinPrototypeList();
if
I'm using the current 2.8.0 stable release. I used the 'Browse Source' to check
the current trunk version of RenderBin.cpp and I see no change since.
The actual crash occurs later in static object destruction when
s_renderBinPrototypeList is destructed itself. I don't understand enough of osg
Hi David,
On Thu, Mar 12, 2009 at 10:46 AM, David Callu led...@gmail.com wrote:
What about the case of register two prototype with the same name. There are
any warning message for the user.
I fix this like that
There is only ever supposed to be one prototype per binName, and the
On Thu, Mar 12, 2009 at 11:20 AM, Paul Melis p...@science.uva.nl wrote:
What was the use case for the bin names again? I mean, as there are already
bin numbers that uniquely identify a bin are the names merely descriptive?
The bin number controls the high level ordering, but the RenderBin
Robert Osfield wrote:
Hi David,
On Thu, Mar 12, 2009 at 10:46 AM, David Callu led...@gmail.com wrote:
What about the case of register two prototype with the same name. There are
any warning message for the user.
I fix this like that
There is only ever supposed to be one prototype per
I'll be able to test it tomorrow and will inform you about the outcome. Thanks
for your help so far! I'd be very surprised if this didn't fix it.
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=8405#8405
Hi,
I'm new to OpenSceneGraph and not sure if I get everything right. I get crashes
with Visual Studio 2005 static build after the main function returns. The crash
occurs while the static s_renderBinPrototypeList is destructed.
While debugging, I have found something suspicious: There are two
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