The trick, if I can call it that, is to perform the leak check in the 
destructor of the last destroyed object. Works for me!
You just need to make sure your global heap check object is created before OSG 
gets to make its evil singletons ;-) . e.g.


Code:

struct TheEnd 
{ 
~TheEnd() { CheckForLeaks(); }
};

TheEnd theEnd;

int main(int argc, char* argv[])
{ 
osgViewer::Viewer viewer;
....
viewer.run();
return 0;
}




Cheers,
Chris

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=18328#18328





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