Yes, Cédric, that sounds logical to me (This was a tiny submission of mine). However, I'd add some braces for the "if" statement ;)
Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Sun, 01 Feb 2009 22:32:29 +0100, Cedric Pinson <[email protected]> a écrit: > Hi Robert, > > I just get a crash with the trunk with the following code: > > node->removeUpdateCallback(MyNodeCallback) > > if there is no NodeCallback already set it crashes, if the > MyNodeCallback is 0 it crashes too. > So i suggest to add this code: > > inline void removeUpdateCallback(NodeCallback* nc) { > if (_updateCallback.valid() && nc != 0) > if (_updateCallback == nc) > setUpdateCallback(nc->getNestedCallback()); // replace the > callback by the nested one > else _updateCallback->removeNestedCallback(nc); > } > > instead of > > inline void removeUpdateCallback(NodeCallback* nc) { > if (_updateCallback == nc) > setUpdateCallback(nc->getNestedCallback()); // replace the > callback by the nested one > else _updateCallback->removeNestedCallback(nc); > } > > > Does it make sense for you ? > > Cheers, > Cedric _______________________________________________ osg-submissions mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org
