I experience problems with TEve.
I create dynamically set of TEveElementList**pts containing lines (TEveLine*) and point (TEvePointSet*).
On each iteration I:
- remove previous object collection (TEveElementList) from the scene (m_XYZEventScene->RemoveElement(pts[i]) )
2)add instead new ones ((m_XYZEventScene->AddElement(pts[i+1]) ) - later on (for sure after redrawing completed) i try to delete old sets. yet the memory isn’t fully freed.
When I call pts[i]->Desroy(), they are not actually deleted. if i delete them - crash.
If I try to delete also the children explicitly (both line[j]->Destroy() and pts[i]->DestroyElements() ), i get the error “TEveManager::TExceptionHandler::Handle: TEveGedEditor::ElementChanged not a TObject.”.
What is the proper way to recreate many TEve objects, and avoid leaks? (ROOT is still 32bit only on windows =(( )
ROOT Version: 5.34/30
Platform: Win
Compiler: Not Provided