From Paul Martz, "his pretty much wraps up the OcclusionQueryNode work. I might make some additional modifications if testing reveals any issues, otherwise it's ready for 2.4."
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@@ -19,6 +19,7 @@
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#include <osg/BufferObject>
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#include <osg/FrameBufferObject>
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#include <osg/Drawable>
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#include <osg/OcclusionQueryNode>
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void osg::flushDeletedGLObjects(unsigned int contextID, double currentTime, double& availableTime)
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{
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@@ -32,6 +33,7 @@ void osg::flushDeletedGLObjects(unsigned int contextID, double currentTime, doub
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osg::Shader::flushDeletedGlShaders(contextID,currentTime,availableTime);
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osg::Texture::flushDeletedTextureObjects(contextID,currentTime,availableTime);
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osg::VertexProgram::flushDeletedVertexProgramObjects(contextID,currentTime,availableTime);
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osg::OcclusionQueryNode::flushDeletedQueryObjects(contextID,currentTime,availableTime);
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}
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void osg::flushAllDeletedGLObjects(unsigned int contextID)
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@@ -48,6 +50,7 @@ void osg::flushAllDeletedGLObjects(unsigned int contextID)
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osg::Shader::flushDeletedGlShaders(contextID,currentTime,availableTime);
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osg::Texture::flushAllDeletedTextureObjects(contextID);
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osg::VertexProgram::flushDeletedVertexProgramObjects(contextID,currentTime,availableTime);
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osg::OcclusionQueryNode::flushDeletedQueryObjects(contextID,currentTime,availableTime);
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}
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void osg::discardAllDeletedGLObjects(unsigned int contextID)
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@@ -62,4 +65,5 @@ void osg::discardAllDeletedGLObjects(unsigned int contextID)
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osg::Shader::discardDeletedGlShaders(contextID);
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osg::Texture::discardAllDeletedTextureObjects(contextID);
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osg::VertexProgram::discardDeletedVertexProgramObjects(contextID);
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osg::OcclusionQueryNode::discardDeletedQueryObjects(contextID);
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}
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