Hi Dominik,
it looks like you have a problem with reference counting:
{
osg::NodePath fullNodePath = nv-getNodePath();
osg::ref_ptrosg::Nodex = fullNodePath.back();
...
fullNodePath.push_back( x.get() );
}
assigns an 'osg::Node*' (from 'getNodePath') to a smart pointer.
You later get
PROTECTED] [mailto:[EMAIL PROTECTED] Im Auftrag von Ulrich Hertlein
Gesendet: Dienstag, 20. Mai 2008 08:12
An: OpenSceneGraph Users
Betreff: Re: [osg-users] Problem with OSG Particle System
Hi Dominik,
it looks like you have a problem with reference counting:
{
osg::NodePath fullNodePath = nv
Neusch, Dominik, SDGE1 wrote:
I absolutely agree with your suggestion and I modified my application. But
when I change the osg::ref_ptrosg::Node to an osg::Node* it has no effect.
I still have the same problem.
You mean it still crashes?
Have you tried to operate on a copy of the nodepath in
Hi,
I have a problem with the OpenSceneGraph particle system.
I read tutorial 17 from the NPS Tutorials by Jason Sullivan (
http://faculty.nps.edu/jasullivan/osgTutorials/osgParticle.htm) and the
new summary about loading particle systems from a file (
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