Hi Alexandre, I haven't dug in deeply in your problem, but I guess it stems from the following remark from the CreateThread() documentation:
> A thread that uses functions from the C run-time libraries should use the > beginthread and endthread C run-time functions for thread management rather > than CreateThread and ExitThread. Failure to do so results in small memory > leaks when ExitThread is called. > This in fact means you cannot reliably use any function in your thread which might call a c run time lib function. Try to rewrite your thread initialization to use _beginthread instead. regards Ralph Alexandre Amalric schrieb: > Hi osg-users, > > I'm developping an application under MFC and I started from the MFC > sample to begin with but with a little difference in thread management. > > My rendering thread isn't create with _beginthread but with CreateThread > wich launch a CWinThread derived class with a message pump, I want it to > be a UI thread and not a worker thread. > > So I don't know if I'm clear but my problem is that when I play a path > and I press 'p' key to pause, the camera isn't at the correct position. > In fact I decided to derive osgGA::AnimationPathManipulator class and to > replace all ea.getTime() by fTimeSec ( double fTimeSec = > osg::Timer::instance()->time_s();) in function handle(const > osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& us); > > With this method it works perfectly, so I assume that when creating a > rendering thread responsible to call viewer::frame() with CreateThread > the ea.getTime() isn't the correct time... > > Can someone explain me why we use ea.getTime() and not > osg::Timer::instance()->time_s() ? > > > -- > Alexandre AMALRIC Ingénieur R&D > =================================== > PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille > http://www.pixxim.fr > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

