[ODE] Locked space

Vic Ulis vulh102 at hotmail.com
Mon Jun 18 00:16:34 MST 2007


well, i got my simulation to work.
so, ive begun with the next step - triggers
 
every entity has a rigid body
and a pointer to a trigger
 
in my collision callback if the bodies has a trigger
if they have a trigger i send the event and then i bail with return.
 
when having this configuration it crashes becouse of a locked space error in a raycast function.
when removing the trigger test it works...
 
so, i would think that it could be that i call dCollide and generate contact points (to check if there are accually a collision) and then dont use them,
leading to a memory leak or worse.
 
anyone have any ideas?
( btw, my app should be thread safe )
 
 
_________________________________________________________________
Ta en titt på de nya onlinetjänsterna på Windows Live Betas -- så nya att de ännu inte har lanserats officiellt.
http://get.live.com/betas
-------------- next part --------------
An HTML attachment was scrubbed...
URL: http://ode.org/pipermail/ode/attachments/20070618/1e2beff4/attachment.htm


More information about the ODE mailing list