Hi,
Yes i just sow after that it's the same thing for event and cull
Cheers,
Cedric
Sukender wrote:
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
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+33 (0) 6 63 20 03 56 Cedric Pinson mailto:[email protected]
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