Hi Dieter,

Did you ever find a solution to your problem?  I'm not seeing the same
issue, but I'm trying to track down an issue in osgDotNet related to a crash
when a particle system is contained under a Transform node and I'm hoping
that this is related.

Thanks,

Jason

On 8/15/07, Robert Osfield <[EMAIL PROTECTED]> wrote:
>
> Hi Dieter,
>
> Unfortunately the info below doesn't really give me much more of an
> ideal of where the problems has stemmed from.  Could you try a debug
> build and see if you can catch the location of the problem.
>
> As a general note about particle effects which are being transformed,
> what you will need to do place the particle system itself at the root
> of your scene graph, rather nested in the scene graph, as you should
> be emitting particles into the air rather than local to the particle
> source.  The osgparticleeffects example provides an example of this.
>
> Robert.
>
> On 8/15/07, Dieter Pfeffer <[EMAIL PROTECTED]> wrote:
> > Hi Robert
> >
> > that is what I can see in the stack - but I suppose it is my fault,
> because
> > I have made a similar hierarchie (less complex but with the same
> structure)
> > in the osgparticleeffects example and it works:
> >
> >
> >         kernel32.dll!77e7aafc()
> >         msvcr71d.dll!_nh_malloc_dbg(unsigned int nSize=1, int nhFlag=3,
> int
> > nBlockUse=14609864, const char * szFileName=0x00deef44, int
> nLine=787401)
> > Line 267 + 0x7  C
> >
> >         msvcr71d.dll!_CxxThrowException(void *
> pExceptionObject=0x00deede4, const
> > _s__ThrowInfo * pThrowInfo=0x104f6150)  + 0x39  C++
> >
> >         msvcp71d.dll!std::_Nomemory()  Line 10  C++
> >         osgParticled.dll!011f545f()
> >
> >
> > The application stops in the debugger:
> >
> > in dbgheap.c
> >        /* do the allocation
> >              */
> >             pvBlk = _heap_alloc_dbg(nSize, nBlockUse, szFileName,
> nLine);
> >
> >
> > #ifdef _MT
> >             }
> >             __finally {
> >                 /* unlock the heap
> >                  */
> >  >>>>               _munlock(_HEAP_LOCK);
> >             }
> > #endif  /* _MT */
> >
> >
> >
> > I am using osg 2.0
> >
> >
> >
> > Dieter
> >
> >
> > Unclassified Mail
> >
> >
> >
> > -----Original Message-----
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] Behalf Of Robert
> > Osfield
> > Sent: Wednesday, 15 August, 2007 16:55
> > To: [email protected]
> > Subject: Re: [osg-users] osgParticleEffect attached to a node
> >
> >
> > Hi Dieter,
> >
> > Things should certainly not hang so this is a bug.  Could you break
> > the app and find out where its hanging.
> >
> > Robert.
> >
> > On 8/15/07, Dieter Pfeffer <[EMAIL PROTECTED]> wrote:
> > >
> > >
> > >
> > > Hi
> > >
> > >
> > > I would like to use the SmokeTrailEffect similar to the example, but
> not
> > > attached to a picked node but to a selected object.
> > >
> > > This is my hierarchie::
> > >
> > > osg::Group -> osg::Switch -> osg::PositionAttitudeTransform ->
> osg::Node
> > > (from osgDB::readNodeFile (name))
> > >
> > > When I attach the effectsGroup (form the example) to the first group,
> I
> > can
> > > see the effect but no trail effect; when I attach it to the
> > > PositionAttitudeTransform or the Node - my application hangs.
> > > The object is moving by: osg::PositionAttitudeTransform ->setPosition
> /
> > > setAttitude
> > >
> > >
> > > What do I wrong ?
> > >
> > >
> > > Thanks
> > > Dieter
> > >
> > >
> > >
> > >
> > >
> > > Unclassified Mail
> > >
> > >
> > > _______________________________________________
> > > osg-users mailing list
> > > [email protected]
> > >
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> > >
> > >
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