Added CameraNode::releaseGLObejcts() to help in clean up, and changed the
ordering in SceneView::flushDeleteGLObjects() so that fbo's are deleted before any texture objects they use are deleted.
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@@ -309,6 +309,11 @@ class OSG_EXPORT CameraNode : public Transform, public CullSettings
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OpenThreads::Mutex* getDataChangeMutex() const { return &_dataChangeMutex; }
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/** If State is non-zero, this function releases any associated OpenGL objects for
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* the specified graphics context. Otherwise, releases OpenGL objexts
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* for all graphics contexts. */
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virtual void releaseGLObjects(osg::State* = 0) const;
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public:
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/** Transform method that must be defined to provide generic interface for scene graph traversals.*/
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