Hi Cédric, hi Robert,

Forgot to mention that's the same for removeEventCallback() and 
removeCullCallback().
BTW, add*Callback() may also need to check if the 'nc' is not NULL (since we 
don't expect "add" to add a NULL callback anywhere).
So, attached is the modified file, against rev. 9615 of the trunk, with both 
"add" and "remove" modified.

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Mon, 02 Feb 2009 07:29:34 +0100, Sukender <[email protected]> a écrit:

> 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

Attachment: Node
Description: Binary data

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