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Putting a call to setGraphicsThread(0) near the top of
GraphicsWindowWin32::destroyWindow() prevents the problem. Does this
seem like a hack, or should I submit a patch? Is there any reason why a graphics thread should still be running after a graphics window has been destroyed? Cory Cory Riddell wrote: In another message thread I've been talking about a threading problem in my app. I just figured out how to reproduce it with one of the samples, so I thought I would post that here in hopes that somebody else would have an idea on how to fix this.I think it's a shutdown sequence race. To reproduce the problem, start the osgviewerMFC sample app. Load the cow, turn on stats (hit 's') then close the app. Sometimes you will get a crash. To make the crash happen all the time, add a Sleep() call to the start of the WM_DESTROY handler in MFC_OSG_MDIView.cpp: |
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