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
> 

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