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
>
>
>
>
>
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