Hello Heitbrink, I'll try you're solution, and then i ll tell you , Thanks
d_a_heitbrink wrote: > 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=69954#69954 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

