Hi Martin, Adding and removing nodes/drawables during any traversal can invalidate iterators held by calling functions so its recommend, its best to do this outside an update callback.
W.r.t adding/removing nodes, perhaps you can just switch nodes on/off using Node masks or a Switch node. Robert. On 5/21/07, Martin Weier <[EMAIL PROTECTED]> wrote:
Since I am new to OSG I need some help for my program and some hints on where to start. The application needs to be able to add and remove geodes from the scenegraph dynamically each frame. For this I want to provide a queue of textures and primitives. that is update each frame based on the current camera-/view-frustrum position. To do so the queue will be entirely removed and than refilled. Than all old geodes should be remove and the new ones should be added. In my first version I tried creating a group node and attached a update callback to it. During the callback step I tried to remove all nodes from the scenegraph but this call causes the program to crash. Since I am assuming that I can remove all elements of this group node during update and add new ones, I think that this crash is based on some pointer-/memory issues in my code. The Debugger outputs free(): invalid pointer. Even though everything seems to work fine when I remove everything expect the first. However I am not sure if this is an efficient and the right way to do this. So a basic description, websites, example source code or a short statement on how to to all of the above would be very helpful I would really appreciate some help.. Martin _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
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