Hi, For anyone who is still following this thread (or for anyone who stumbles upon it while trying to solve a similar problem in the future), I figured I'd post my findings:
The bit about the object reference pointers vs. standard C++ pointers turned out to be a red herring. Seems the crashes resulted from my method of updating 2D text in the scene. I was just calling "->settext("blah")" from the main loop whenever I wanted to change the displayed characters. The crashes went away when I implemented a callback function to update the text. Here's an example of my text update callback function: Code: struct TextUpdateCallback : public osg::Drawable::UpdateCallback { virtual void update(osg::NodeVisitor* nv, osg::Drawable* drawable) { osgText::Text * TextPointer = dynamic_cast<osgText::Text*>(drawable) ; if ( TextPointer ) { TextPointer->setText(NewText) ; TextPointer->setColor(NewColour) ; } } } I hope this helps. Cheers, Kevin[/quote] ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23879#23879 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org