Hi Andreas,

I'll try to do that. And I don't have an example at the moment, just our 
very big application. I could probably make one quite rapidly if 
necessary. (I.e. make an SHLChunk example with aspects).

I also tried disabling this to move on, and got stuck somewhere else 
(access violation in GeoPositions3f::changed() during 
ChangeList::apply()). Hmpf. :)

Cheers,
/Marcus

Andreas Zieringer wrote:
> Hi Marcus,
>
> the ShaderParameterAccess class is just a wrapper to make the parameter 
> handling easier. You can manipulate the parameters directly via 
> shl->getParameters() but I prever a fix. Can you try to move this line
>
> _parameter_access = new ShaderParameterAccess(getParameters());
>
> from ShaderParameterChunk::onCreate() into the constructor. Or do you 
> have a small example program to reproduce the bug?
>
> Andreas
>
>
>   
>> Hi,
>>
>> Again, some effort on multithreading. :)
>>
>> The _parameter_access variable is a simple pointer (and not in the -Base 
>> class), and no care seems to have has been taken to copy/initialise it 
>> for the other aspect.
>>
>> Is there a known workaround other than not trying to update unforms from 
>> a separate thread? (I can probably do that..)
>>
>> Cheers,
>> /Marcus
>>
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