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.
This commit is contained in:
Robert Osfield
2005-12-08 10:06:57 +00:00
parent b835ec9ee9
commit 53ee0ce3ec
5 changed files with 21 additions and 4 deletions

View File

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