Hi Keven, It sounds it you were modifying the text on each frame without setting the DataVariance to DYNAMIC, and you were running the viewer multithreaded so the draw dispatch ended overlapping with the update of the text.
Robert. On Tue, Feb 9, 2010 at 11:57 PM, Kevin Wilder <[email protected]> wrote: > Hi, > > For anyone who is still following this thread (or for anyone who stumbles > upon it while trying to solve a similar problem in the future), I figured I'd > post my findings: > > The bit about the object reference pointers vs. standard C++ pointers turned > out to be a red herring. Seems the crashes resulted from my method of > updating 2D text in the scene. I was just calling "->settext("blah")" from > the main loop whenever I wanted to change the displayed characters. The > crashes went away when I implemented a callback function to update the text. > Here's an example of my text update callback function: > > > Code: > > > struct TextUpdateCallback : public osg::Drawable::UpdateCallback > { > virtual void update(osg::NodeVisitor* nv, osg::Drawable* drawable) > { > osgText::Text * TextPointer = dynamic_cast<osgText::Text*>(drawable) ; > > if ( TextPointer ) > { > TextPointer->setText(NewText) ; > TextPointer->setColor(NewColour) ; > } > } > } > > > > > > I hope this helps. > > Cheers, > > Kevin[/quote] > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=23879#23879 > > > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

