Added State::releaseGLObjects() and ShaderComposer::releaseGLObjects() to avoid problems with cleanup of graphics context

This commit is contained in:
Robert Osfield
2013-10-21 16:35:12 +00:00
parent 074eb8e41c
commit 4493d11ca3
5 changed files with 67 additions and 4 deletions

View File

@@ -35,11 +35,12 @@ class OSG_EXPORT ShaderComposer : public osg::Object
virtual osg::Program* getOrCreateProgram(const ShaderComponents& shaderComponents);
typedef std::vector< const osg::Shader* > Shaders;
virtual osg::Shader* composeMain(const Shaders& shaders);
virtual void addShaderToProgram(Program* program, const Shaders& shaders);
void releaseGLObjects(osg::State* state);
protected:
virtual ~ShaderComposer();

View File

@@ -218,6 +218,9 @@ class OSG_EXPORT State : public Referenced, public Observer
/** Copy the modes and attributes which capture the current state.*/
void captureCurrentState(StateSet& stateset) const;
/** Release all OpenGL objects associated cached by this osg::State object.*/
void releaseGLObjects();
/** reset the state object to an empty stack.*/
void reset();