Changed the fallback code to use the result form the realize() call, removed

the code path from running a PBuffer as a seperate graphics context (this
was found to be slower than running single threaded so its not worth the
extra complexity).
This commit is contained in:
Robert Osfield
2005-10-06 15:41:47 +00:00
parent 3bf7cba453
commit 449333b5d3

View File

@@ -357,8 +357,10 @@ void RenderStage::runCameraSetUp(osg::State& state)
// create the graphics context according to these traits.
context = osg::GraphicsContext::createGraphicsContext(traits.get());
if (context.valid())
if (context.valid() && context->realize())
{
osg::notify(osg::INFO)<<"RenderStage::runCameraSetUp(State&) Context has been realized "<<std::endl;
// successfully set up graphics context as requested,
// will assign this graphics context to the RenderStage and
// associated parameters. Setting the graphics context will
@@ -380,17 +382,6 @@ void RenderStage::runCameraSetUp(osg::State& state)
osg::notify(osg::INFO)<<"RenderStage::runCameraSetUp(State&) Assigning texture to RenderStage so that it does the copy"<<std::endl;
setTexture(pBufferTexture, level, face);
}
bool useGraphicsThread = false;
if (useGraphicsThread)
{
context->createGraphicsThread();
}
else
{
bool result = context->realize();
osg::notify(osg::INFO)<<"RenderStage::runCameraSetUp(State&) Context has been realized "<<result<<std::endl;
}
}
else
{