Hi robert thanks for the response.
I sense the bullet heading my way ;-( will ponder a little longer. Neil. ---- Robert Osfield <robert.osfi...@gmail.com> wrote: > Hi Neil, > > The best thing you could look at is to check that the object you are trying > to set is a valid object, and hasn't been deleted. Beyond this I don't > think there is much we could do to help. > > And as gentle, perhaps it's time to updated to OSG-2.8, as it time passes it > become increasingly difficult to support OSG-1.2 users as the knowledge of > this old rev is a bit of distant memory for most of us. If you want to use > these old rev's then you'll need to increasingly take responsibility for > support of it, or... just bite the bullet and upgrade, it needn't be a > difficult experience. > > Robert. > > On Mon, Mar 23, 2009 at 9:59 AM, <neil.hug...@tesco.net> wrote: > > > Hi All, > > > > I have a standalone windows application (MDI) that embeds OSG in a window, > > loads an object, applies a texture, and displays the object for viewing. > > This works fine. No problems at all. > > > > I've also got a more complicated ActiveX control that does the same sort of > > thing, and this works fine as a release build running on an XP platform. > > However, when I move the ActiveX control to a Vista box, I get a crash in > > the Release build when trying to call setTextureAttributeAndModes on the > > stateset object of the drawable for my 3D object. > > > > In an attempt to identify what's happening, I've recompiled OSG (I should > > say OSG1.2, sorry) with a few protected: classifications removed so that I > > can look at the values a bit easier, and step into some code. Having done > > this, it looks like when the setAttribute function is eventually called from > > setTextureAttributeAndModes, as soon as it executes the line > > > > itr->second.first = attribute; > > > > the system dies a horrible death, taking down the web browser in which the > > activeX control is running. Looking at the call stack it seems to be > > occuring when trying to clean up the dereferencing of the previously > > assigned texture (this was assigned as part of the 3DS load operation). > > > > I can't believe that its the OSG code as such as the standalone version > > runs fine, however I was wondering whether anyone else has had a similar > > issue, and if so, could you give any tips as to what might be going wrong? > > > > Many thanks for any help. > > > > Neil. > > > > _______________________________________________ > > osg-users mailing list > > osg-users@lists.openscenegraph.org > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org