Hi Madeh,

When you realize the viewer just pass in SingleThreaded.  The osgcatch
example has to do this for he same reasons as your app will need to,
it does it this way:


   // create the windows and run the threads, note has to be single threaded
   // due to use osgParticle
   viewer.realize(Producer::CameraGroup::SingleThreaded);

Robert.

On 8/10/06, Madeh El-Badaoui <[EMAIL PROTECTED]> wrote:

Hi Madeh,

The osgparticleeffects is the example that should tell you all you need to
know.

As for the crash, it shouldn't crash, except when used mulit-threaded.
The osgParticle library isn't generally thread safe so should only be
used by a single threader viewer.  osgProducer::Viewer tries to detect
osgParticle usage and switch of multi-threaded cameras, but it can't
catch things if you add the particles after the viewer.realize().

Robert.


Thank you for the first reply,

That's true, I am actually using multithreads. So Viewer will not detect
osgParticle usage after the viewer.realize(). Thus creating
osgParticle::ExplosionEffect variable everytime and adding it to the root
(as in osgparticleeffects  example) will cause an exception. So I am looking
for a way to set the explosion again (with the same
osgParticle::ExplosionEffect created at the begining), like just changing
the position and set the explosion again.

Cheers,
Madeh

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