Hi Stefan,

Commenting the line "_vertices->unref();" (line 276 in VertexGeometry.cpp),
seems to solve the problem for me. I think you do not need to unreference
_vertices manually.
Besides that, I got some weird behaviour with some examples using multiple
screens, calling _viewer->setUpViewOnSingleScreen(0) in the constructor of
sx::Scene seems to solve this.

Regards,
Mourad

On Thu, Dec 10, 2009 at 9:54 AM, Simon Hammett
<[email protected]>wrote:

> 2009/12/10 Chris 'Xenon' Hanson <[email protected]>
>
> On 12/10/2009 12:00 AM, Andreas Goebel wrote:
>> > Hi,
>> > you get heap corruption on windows if (not only if, but if) you mix
>> > different system libraries, static runtime and dynamic runtime, or debug
>> > dlls and release dlls.
>>
>>   You can get it that way too.
>>
>> > Make really sure that your release build uses release libraries only,
>> > and vice versa.
>>
>>   Usually the linker will yell and scream at you if you try to do this, so
>> it usually
>> doesn't happen accidentally and without the programmer knowing.
>>
>
> No it doesn't, symbol mangling isn't different between debug/release
> builds.
> (though that might be a handy option)
>
> You won't get linker errors unless you've got methods or functions
> deffed in/out depending on your build config.
>
> Maybe we should add some funcs to the OSG libs, based on the config
> to stop beginners accidentally mixing builds.
>
> Mind you the error message from mixing release/builds is different
> from the OPs screen shot. It usually says something about a memory
> block not being in the heap.
>
> --
> http://www.ssTk.co.uk
>
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>
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