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C++ Random crash 2011
#1
Code:
HRESULT CSceneNode::UpdateAll() { D3DXMATRIX backup_local_tm = ei.world_tm; Update(); SceneNodeIterator begin=FirstChild(); SceneNodeIterator end=LastChild(); for (;begin!=end;begin++) { (*begin)->UpdateAll(); // Here is the random Crash !!! } ei.world_tm = backup_local_tm; return S_OK; } HRESULT CSceneNode::Update() { if (!pretransformed) { ei.world_tm=*physics->GetMatrix()*ei.world_tm; SetTmMat(&ei.world_tm); } return S_OK; } void CSceneNode::SetTmMat(D3DXMATRIX* m) { tm_mat= *m; if (bound) bound->TransformIntoWorldCoordinates(); hasInverseTM=false; } //----- in SceneNode.h D3DXMATRIX tm_mat; CBoundingVolume *bound; //----- in CBoundingVolume.h void CBoundingVolume::TransformIntoWorldCoordinates() { if (!(init && owner )) return; REPORTR(rlReport, init && owner, return); int i; for (i=0;i<8;i++) D3DXVec3TransformCoord (&wVerts[i], &verts[i], owner->GetTmMat()); for (i=0;i<3;i++) D3DXVec3TransformNormal(&wAxis[i], &axis[i], owner->GetTmMat()); D3DXVec3TransformCoord(&wCenter, &center, owner->GetTmMat()); } // inside ei is D3DXMATRIX world_tm; //----- in physics.h class EXPORTDECL CPhysics public: Physics(); virtual ~CPhysics() {} virtual D3DXMATRIX *GetMatrix() {return &staticTM;} //----- in physics.cpp CPhysics::CPhysics() { animated=0; staticTM=identityMatrix; } CPhysics* CPhysics::CreateNew() { return new CPhysics; }

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