Hi Lv, You will never need to manually delete your node callback object, because it is manged by ref_ptr when added with setUpdateCallback(). It will be automatically released when no nodes referencing it (that is why your application crashes when you explicitly deleted it again, which is already a dangling pointer).
Cheers, Wang Rui 2010/11/2 Lv Qing <donlvq...@msn.com>: > Hi, > > > //simply define a node and a NodeCallback > > osg::Node* node = new osg::Node; > osg::NodeCallback* nc = new osg::NodeCallback; > > //setup the nodecallback,no problem > > node -> setUpdateCallBack(nc ); > > //remove the nodecallback,no problem > > node -> setUpdateCallBack(NULL); > or > node -> removeUpdateCallBack(nc ); > > //want to release the osg::NodeCallback* memory ,crash every time! > if (nc ) delete nc; > > Don't know why,need help! > ... > > Thank you! > > Cheers, > Lv > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=33283#33283 > > > > > > _______________________________________________ > 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