What threading model are you using? One thing you need to be conscious of is when you update/modify your scenegraph and who is using it at that time. Some operations might better be served using different callback mechanisms, such as using viewer->addUpdateOperation.
You might try switching your threading model to single threaded, and see if that improves/ or changes the situation. This may or may be related to the issue, heap corruption errors are notoriously difficult to debug. Also keep in mind when you get a heap corruption exception, what is happening behind the scenes is typically for debug builds every X number of heap operations, the CRT will check the consistency of the heap. If it fails then, it throws a exception. Often the location of what corrupts the memory is not related to where it is detected. You can use: _CrtSetDbgFlag _CrtCheckMemory To have some control over when and how often the CRT checks the heap. If you are really aggressive about this, this will totally kill performance. ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=69952#69952 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

