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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