I'm curious if any of you have several scene managers displayed at the same time. How does multiple cameras effect it? Are they drawn together in the 3d environment or does one 3d world just overlap the second when displayed?.. (for example 2 meshes at the same position, but the second one displayed looks ontop of the other rather than intercecting into it).
The reason why I am actually asking is because I am trying to do just that. However, if I display one, I get an access violation error when trying to display the other.
Also, while I have your attention, how does one properly clear a scene manager?
I have a pointer to one, all pointers to nodes and meshes are dropped after they are created and added to the scene. However, after I clear one with the scene_manager->clear() function, I get the debug "bad reference counting" error.
I wish I brought my lappy with me, I will have to post my code later.
So, does anyone display multiple scene managers at once?
FINALLY!!!!!
My whole problem was that I was creating a node and dropping it after attaching it to the scene manager (the pointer is removed as it is declared in a loop), then when I cleared my scene ( via smgr->clear() ) I would get some wierd heap error about the memory address already being removed. When I called to update that scene manager, I would get an exception.
The problem was with me dropping the nodes and textures after I created them. I guess when the pointer was removed after the loop ended, maybe a destructor was called causing the ref count to go down once more (which would be 0)?
I feel like a tard having wasted so much time on 5 lines that I could have just removed in order to get it to work.
My whole problem was that I was creating a node and dropping it after attaching it to the scene manager (the pointer is removed as it is declared in a loop), then when I cleared my scene ( via smgr->clear() ) I would get some wierd heap error about the memory address already being removed. When I called to update that scene manager, I would get an exception.
The problem was with me dropping the nodes and textures after I created them. I guess when the pointer was removed after the loop ended, maybe a destructor was called causing the ref count to go down once more (which would be 0)?
I feel like a tard having wasted so much time on 5 lines that I could have just removed in order to get it to work.