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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@@ -1180,6 +1180,30 @@ bool StateSet::checkValidityOfAssociatedModes(osg::State& state) const
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return modesValid;
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}
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void StateSet::setThreadSafeRefUnref(bool threadSafe)
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{
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Object::setThreadSafeRefUnref(threadSafe);
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for(AttributeList::const_iterator itr = _attributeList.begin();
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itr!=_attributeList.end();
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++itr)
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{
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itr->second.first->setThreadSafeRefUnref(threadSafe);
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}
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for(TextureAttributeList::const_iterator taitr=_textureAttributeList.begin();
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taitr!=_textureAttributeList.end();
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++taitr)
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{
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for(AttributeList::const_iterator itr = taitr->begin();
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itr!=taitr->end();
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++itr)
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{
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itr->second.first->setThreadSafeRefUnref(threadSafe);
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}
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}
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}
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void StateSet::compileGLObjects(State& state) const
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{
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for(AttributeList::const_iterator itr = _attributeList.begin();
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