Hi Robert,
We actually use a drawthreadpercontext so yes, this can be the problem.
So now, the real question is : how to stop the drawing thread ? or just how
to avoid having this problem ?
Temporarily i just set the cullcallback to NULL before destroying, that
avoid the crash, but it do not sounds like a solution...
Thanks.
Regards,
Vincent.
2009/5/6 Robert Osfield <[email protected]>
> Hi Vincent,
>
> A post draw callback will only be called from the draw threaded when
> you dispatch a frame.
>
> Now there might be an overlap if you are using the
> DrawThreadPerContext/CullThreadPerCameraDrawThreadPerContext threading
> model come out of the frame loop as the draw thread could still be
> running for a short while. Could this be an issue in your case?
>
> Robert.
>
> On Wed, May 6, 2009 at 4:47 PM, Vincent Bourdier
> <[email protected]> wrote:
> > Hi all,
> >
> > I just encounter a problem of osg-based application destruction.
> >
> > My view get a home made postDrawCallback, but when the application finish
> (I
> > return manually during the frame loop) the callback still run, so it
> crashes
> > in the operator() calling a variable already deleted.
> > Is there any reason that the callback still run when the render loop has
> > been interrupted ?
> >
> > Thanks.
> >
> > Regards,
> > Vincent.
> >
> > _______________________________________________
> > osg-users mailing list
> > [email protected]
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
> >
> _______________________________________________
> osg-users mailing list
> [email protected]
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org