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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