*\o/*

Great! This is exactly what I was expecting :-)

Thanks a lot Robert !

Regards,
    Vincent.

2009/5/7 Robert Osfield <[email protected]>

> HI Vincent,
>
> Calling viewer.stopThreading() stops the viewer threading.
>
> Robert.
>
> On Thu, May 7, 2009 at 9:26 AM, Vincent Bourdier
> <[email protected]> wrote:
> > 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.
> >> >
> >> > _______________________________________________
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> >> > [email protected]
> >> >
> >> >
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> >> >
> >> >
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> >>
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> >
> >
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> >
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> >
> >
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