hi,
found a bug in osgParticle::PrecipitationEffect::traverse, version 2.8.
code is:
void PrecipitationEffect::traverse(osg::NodeVisitor nv)
{
if (nv.getVisitorType() == osg::NodeVisitor::UPDATE_VISITOR)
{
if (_dirty) update();
if (nv.getFrameStamp())
Hi,
I add a FireEffect into scene under a MatrixTransform node, and
setUseLocalParticleSystem(false) to let its father's matrix applied to the
effect, code like this:
osgParticle::FireEffect* fire = new
osgParticle::FireEffect(osg::Vec3d(0,0,0), 10.f);
Hi,
I notice that calls like EventInterface::addCallback(new Callback(...))
would cause memory leak.
It use a list to manage the callback objects, and the list item is
osg::observer_ptrCallback, but not something like osg::ref_ptrCallback.
And observer_ptr doesn't do ref/unref to Reference
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