Added State::releaseGLObjects() and ShaderComposer::releaseGLObjects() to avoid problems with cleanup of graphics context
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@@ -155,6 +155,57 @@ void State::objectDeleted(void* object)
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}
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}
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void State::releaseGLObjects()
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{
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// release any GL objects held by the shader composer
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_shaderComposer->releaseGLObjects(this);
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// release any StateSet's on the stack
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for(StateSetStack::iterator itr = _stateStateStack.begin();
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itr != _stateStateStack.end();
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++itr)
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{
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(*itr)->releaseGLObjects(this);
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}
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_modeMap.clear();
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_textureModeMapList.clear();
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// release any cached attributes
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for(AttributeMap::iterator aitr = _attributeMap.begin();
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aitr != _attributeMap.end();
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++aitr)
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{
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AttributeStack& as = aitr->second;
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if (as.global_default_attribute.valid())
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{
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as.global_default_attribute->releaseGLObjects(this);
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}
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}
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_attributeMap.clear();
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// release any cached texture attributes
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for(TextureAttributeMapList::iterator itr = _textureAttributeMapList.begin();
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itr != _textureAttributeMapList.end();
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++itr)
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{
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AttributeMap& attributeMap = *itr;
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for(AttributeMap::iterator aitr = attributeMap.begin();
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aitr != attributeMap.end();
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++aitr)
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{
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AttributeStack& as = aitr->second;
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if (as.global_default_attribute.valid())
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{
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as.global_default_attribute->releaseGLObjects(this);
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}
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}
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}
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_textureAttributeMapList.clear();
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}
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void State::reset()
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{
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@@ -911,7 +962,7 @@ void State::initializeExtensionProcs()
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if ( osg::getGLVersionNumber() >= 2.0 || osg::isGLExtensionSupported(_contextID,"GL_ARB_vertex_shader") || OSG_GLES2_FEATURES)
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{
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glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS,&_glMaxTextureUnits);
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if(OSG_GLES2_FEATURES)
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if(OSG_GLES2_FEATURES)
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_glMaxTextureCoords = _glMaxTextureUnits;
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else
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glGetIntegerv(GL_MAX_TEXTURE_COORDS,&_glMaxTextureCoords);
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