[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 )
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