Ok, upon further inspection, this pointer is always NULL the first
time the panel is displayed. When the panel is closed and reopened,
the pointer points to the model as expected.

Any idea what could be causing that? Not precaching the model? Right
now I'm just displaying the player model... so shouldn't that already
be precached?

--Bob




On Sat, Oct 24, 2009 at 6:00 AM, Alexander Hirsch <[email protected]> wrote:
> In CModelPanel::Paint() the panel simply does m_hModel->SetAbsAngles, though
> with a prior check for NULL on m_hModel.
> So I'd say, as it also was suggested by Andrew, that you're accessing an
> NULL-pointer.
>
> On Sat, Oct 24, 2009 at 7:17 AM, Bob Somers <[email protected]> wrote:
>
>> Anyone familiar with the CModelPanel? I'm trying to set up one of my
>> models in it on a vgui panel and it's giving me nothing but trouble.
>>
>> I basically copied the CModelPanel out of the SDK's
>> /resource/ui/Classmenu_Blue.res file, changing the name of the control
>> and some positioning and size parameters. In the code, I can swap
>> models easily with the SwapModel() method, but trying to access the
>> model directly is crashing the game. This is basically what I'm trying
>> to do:
>>
>> (m_pPreviewModel is a CModelPanel*)
>>
>> CModelPanelModel *pModel = dynamic_cast<CModelPanelModel
>> *>(m_pPreviewModel->m_hModel.Get());
>> QAngle angles = pModel->GetAbsAngles(); // kaboom
>>
>> I'd like to get, and possibly set, the model's position and
>> orientation if I could. There's no animation on this model, so I just
>> wanted it to rotate 360 degrees slowly.
>>
>> Any ideas?
>>
>> --Bob
>>
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