Made Refernced::setThreadSafeReferenceCounting(bool) a virtual then overrode
this in various scene graph classes to ensure that the scene graph gets updated as well as the objects that the initialial call is made from.
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@@ -491,6 +491,19 @@ void Node::dirtyBound()
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}
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}
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void Node::setThreadSafeRefUnref(bool threadSafe)
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{
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Object::setThreadSafeRefUnref(threadSafe);
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if (_stateset.valid()) _stateset->setThreadSafeRefUnref(threadSafe);
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if (_updateCallback.valid()) _updateCallback->setThreadSafeRefUnref(threadSafe);
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if (_eventCallback.valid()) _eventCallback->setThreadSafeRefUnref(threadSafe);
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if (_cullCallback.valid()) _cullCallback->setThreadSafeRefUnref(threadSafe);
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if (_userData.valid()) _userData->setThreadSafeRefUnref(threadSafe);
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}
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void Node::resizeGLObjectBuffers(unsigned int maxSize)
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{
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if (_stateset.valid()) _stateset->resizeGLObjectBuffers(maxSize);
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