I'm having problems with luabind. I define a std::map to allocate objects created in lua. I publish this map as a global object in lua in this way:
luabind::globals(L)["g_SceneManager2D"] = this;
After that, this object is used into a function into lua, where many objects are created and inserted into this map. The problem comes when lua function ends and luabind returns the control to C++ side program, because automatically all contents of the map are lost.
I was looking for the error. I keep the lua context alive, so this object must exists.
Could you helpme??
Many thanks :)