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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()... |
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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