Hello again,
1. I have another problem: I havent built my project in release mode for
a while.
Now I did. And surprise. The program crashes.
Im using OSG in a C++/CLI Environment. I wrote a User Control inspired
by the code that is to find somewhere on the site.
Where the render-thread is started and executed like this:
viewer->setDone(false);
while(!viewer->done())
{
System::Threading::Monitor::Enter(dummyViewerObject);//You must
use a monitor to prevent another thread to update scene while viewer is
rendering
this->viewer->frame();
System::Threading::Monitor::Exit(dummyViewerObject);//Now after
exit, you can do what you want
}
All changes to the scenegraph are encapsulated by this
System::Threading::Monitor...blablas.
The program starts up wioth the viewer. I populate the scenegraph (at a
ppos where no object can be seen)
Then I change the camera-position to point where some objects are
visible.
The program crashes with System::AccessViolationException at
System::Monitor::Exit(dummyviewerobject) in the above loop.
As mentioned in the View Frustrum Culling - Discussion I have a
subclassed GroupNode and a CullCallback in my app,.
2. If I don't install the callback on my nodes. The program doesnot
crash. BUT:
The rendered display is totally broken. And I really couldn't see a
system in the kind things are drawn.
It seems like some faces are drawn, some not in no particular order.
I can change the cam-viewpoint (by propagated .NET-Events to the
osgViewer) but after a millisecond the viewer freezes.
This is really strange. Because compiling and running the program in
debug mode runs fine with no issue at all.
Best greetings
Hagen
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