Fixed crash on exit issues with osgFX, osgParticle, osgSim and the osgforest example
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@@ -37,8 +37,10 @@ namespace osgParticle
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virtual bool isSameKindAs(const osg::Object* obj) const { return dynamic_cast<const PrecipitationEffect*>(obj) != 0; }
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virtual void accept(osg::NodeVisitor& nv) { if (nv.validNodeMask(*this)) { nv.pushOntoNodePath(this); nv.apply(*this); nv.popFromNodePath(); } }
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virtual void traverse(osg::NodeVisitor& nv);
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virtual void resizeGLObjectBuffers(unsigned int maxSize);
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virtual void releaseGLObjects(osg::State* state = 0) const;
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virtual void traverse(osg::NodeVisitor& nv);
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/** Set all the parameters to create an rain effect of specified intensity.*/
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void rain(float intensity);
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@@ -117,6 +119,9 @@ namespace osgParticle
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void setNumberOfVertices(unsigned int numVertices) { _numberOfVertices = numVertices; }
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unsigned int getNumberOfVertices() const { return _numberOfVertices; }
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virtual void resizeGLObjectBuffers(unsigned int maxSize);
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virtual void releaseGLObjects(osg::State* state) const;
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virtual void drawImplementation(osg::RenderInfo& renderInfo) const;
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struct Cell
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@@ -174,7 +179,7 @@ namespace osgParticle
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protected:
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virtual ~PrecipitationDrawable() {}
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virtual ~PrecipitationDrawable();
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bool _requiresPreviousMatrix;
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