[osg-users] What is the correct method for removing update callbacks?

Robert Osfield robert.osfield at gmail.com
Fri Sep 28 05:40:52 PDT 2007

Hi beelzebob666

You cannot modify the scene graph during renderingTraversals(), but
can modify it in other phases of the scene graph operations.
Modifying elements on the scene graph that affect traversal during
traversal is a further restriction, simply because doing so
invalidates iterators of the calling methods.


On 9/28/07, beelzebob999-osg at yahoo.com <beelzebob999-osg at yahoo.com> wrote:
> We ran into an interesting crash, caused by the fact
> that an update callback would set the update callback
> pointer of its node to NULL (causing it to be freed),
> before calling traverse on the node.  It seems to me
> it should be possible to do a pre-order delete
> traversal, but this causes a crash.
> This raises kind of an interesting question... how do
> you go about removing update callbacks from the scene?
>  Since you can only modify a scene during the update
> traversal, it seems like you are forced into having
> update callbacks remove themselves, which leads to an
> unpleasant case of a "this" pointer deleting itself.
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