Hi Robert,

I am up to date, before you went running :). I was following this thread
carefully today. The update I did just now has not affected the pointers
stuff

The idea about checking the validation of the mutex is good idea. I am
trying it right now

-Nick


On Fri, Feb 19, 2010 at 4:52 PM, Robert Osfield <robert.osfi...@gmail.com>wrote:

> Hi Nick,
>
> On Fri, Feb 19, 2010 at 2:38 PM, Trajce (Nick) Nikolov
> <nikolov.tra...@gmail.com> wrote:
> > And it crashes on the mutex lock
>
> Ahhh, good at least we have something to gone on it tracking down what
> is going wrong. It does sound kinda similar to the issue that Rafa had
> with destruction under OSX, but I've already checked in a fix for this
> which Rafa confirmed has worked.  Is there any chance you haven't
> updated to the latest svn/trunk that includes the changes for fixing
> things under OSX?
>
> The issue under OSX was that the clean up of the app destructed the
> GlobalObserverMutex before the scene graph/viewer, and then when it
> came to clean up these structures the mutex pointer was invalid.
>
> If the fix for OSX doesn't work and still the static
> GlobalObserverMutex is getting destructed before the viewer then we
> could possible add a check into mutex locking code so that if the
> pointer has been reset to 0 then don't attempt to lock it.  The
> GlobalObserMutex uses a custom smart pointer class to make sure the
> pointer is reset to 0 after deletion of the object so it should be
> possible to test against it at runtime as well as in the debugger.
>
> Robert.
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>
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