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particle emitters and removeNode() crash
http://horde3d.org/forums/viewtopic.php?f=3&t=863
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Author:  torsk [ 11.08.2009, 16:39 ]
Post subject:  particle emitters and removeNode() crash

Modifying knight example to have multiple same particle emitters and then removing them:

Code:
...
std::vector<H3DNode> m_nodes;
...
particleSysRes = h3dAddResource( H3DResTypes::SceneGraph, "particles/particleSys1/particleSys1.scene.xml", 0 );
...

for(int i=0; i<10; i++)
{
       H3DNode _particleSys = h3dAddNodes( hand, particleSysRes );
       h3dSetNodeTransform( _particleSys, 0, 40, 0, 90, 0, 0, 1, 1, 1 );
       m_nodes.push_back(_particleSys);
}
...
...
void Application:mainLoop( float fps )
{
...

if(glfwGetKey('U') && !ok)
{
                for(int i=0; i<m_nodes.size(); ++i)
                {

                h3dRemoveNode(m_nodes[i]);

                }
                ok=true;
 }

...
}


this crashes at h3dRemoveNode()... :o

Author:  marciano [ 12.08.2009, 08:31 ]
Post subject:  Re: particle emitters and removeNode() crash

Thanks for reporting! Should be fixed now.

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