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
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