Hi Robert,

The stack trace is:

Code:

>       osg71-osgGAd.dll!std::_Vector_const_iterator<osg::Node 
> *,std::allocator<osg::Node *> >::operator+=(int _Off=-1)  Zeile 161 + 0x60 
> Bytes C++
        osg71-osgGAd.dll!std::_Vector_iterator<osg::Node 
*,std::allocator<osg::Node *> >::operator+=(int _Off=-1)  Zeile 376    C++
        osg71-osgGAd.dll!std::_Vector_iterator<osg::Node 
*,std::allocator<osg::Node *> >::operator-=(int _Off=1)  Zeile 388     C++
        osg71-osgGAd.dll!std::_Vector_iterator<osg::Node 
*,std::allocator<osg::Node *> >::operator-(int _Off=1)  Zeile 393 + 0xc Bytes  
C++
        osg71-osgGAd.dll!std::vector<osg::Node *,std::allocator<osg::Node *> 
>::back()  Zeile 800 + 0x2a Bytes  C++
        
osg71-osgGAd.dll!osgGA::NodeTrackerManipulator::computeNodeCenterAndRotation(osg::Vec3d
 & nodeCenter={...}, osg::Quat & nodeRotation={...})  Zeile 171 + 0x12 Bytes    
 C++




It is caused in NodeTrackerManipulator::computeNodeCenterAndRotation(..):

Code:

nodeCenter = osg::Vec3d(nodePath.back()->getBound().center())*localToWorld;




It Crashes because nodePath is empty, so nodePath.back does not work.

Where is the best place to ensure that nodepath is not empty?

Thank you!

Cheers,
Torben

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=36544#36544





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