[osg-users] What is the correct method for removing updatecallbacks?
bryan.thrall at flightsafety.com
Fri Sep 28 07:11:41 PDT 2007
beelzebob999-osg at yahoo.com wrote on Friday, September 28, 2007 8:08 AM:
> So, how do you get rid of update callbacks that are no
> longer needed? Do you have to do a separate traversal
> just to check for update callbacks that are "done"?
At the risk of giving advice you shouldn't follow, I've had some luck
with creating an osg::ref_ptr<> to the callback in its operator()
function. Then it isn't deleted until the callback returns, at which
point it's probably safe to delete. However, this is fragile, since it
relies on the update visitor not doing anything with the callback other
than calling its operator() function (see
virtual void operator() (osg::Node* node, osg::NodeVisitor* nv)
// ... do stuff? ...
// ... do more stuff? ...
osg::ref_ptr<osg::NodeCallback> thiscb = this; // don't delete
until exit from this function
node->setUpdateCallback(this->getNestedCallback()); // removes
this callback in favor of nested callbacks (if any)
Probably a safer thing to do would be to implement your own update
visitor, which would be less fragile and you could avoid the iterator
problem Robert mentioned by being careful in your implementation.
> --- Robert Osfield <robert.osfield at gmail.com> wrote:
>> Hi beelzebob666
>> You cannot modify the scene graph during
>> renderingTraversals(), but
>> can modify it in other phases of the scene graph
>> 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.
Bryan.Thrall at flightsafety.com
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