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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@@ -19,6 +19,7 @@
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#include <osg/Matrixf>
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#include <osg/NodeVisitor>
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#include <osg/Object>
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#include <osg/State>
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#include <osg/Texture>
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#include <osg/Vec3>
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#include <osg/Vec4>
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@@ -137,6 +138,7 @@ BEGIN_OBJECT_REFLECTOR(osg::CameraNode)
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I_Method0(osg::CameraNode::DrawCallback *, getPostDrawCallback);
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I_Method0(const osg::CameraNode::DrawCallback *, getPostDrawCallback);
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I_Method0(OpenThreads::Mutex *, getDataChangeMutex);
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I_MethodWithDefaults1(void, releaseGLObjects, IN, osg::State *, x, 0);
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I_Method2(bool, computeLocalToWorldMatrix, IN, osg::Matrix &, matrix, IN, osg::NodeVisitor *, x);
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I_Method2(bool, computeWorldToLocalMatrix, IN, osg::Matrix &, matrix, IN, osg::NodeVisitor *, x);
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I_ReadOnlyProperty(osg::CameraNode::BufferAttachmentMap &, BufferAttachmentMap);
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