Introduced new osg::discardDeletedOpenGLObjects() methods, and usage of it in
GrpahicsContext::close() to handle cases where deletingOpenGLObjects is no possible, such as when GraphicsWindowEmbedded is used.
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@@ -22,31 +22,44 @@
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void osg::flushDeletedGLObjects(unsigned int contextID, double currentTime, double& availableTime)
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{
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osg::FrameBufferObject::flushDeletedFrameBufferObjects(contextID,currentTime,availableTime);
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osg::RenderBuffer::flushDeletedRenderBuffers(contextID,currentTime,availableTime);
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osg::Texture::flushDeletedTextureObjects(contextID,currentTime,availableTime);
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osg::BufferObject::flushDeletedBufferObjects(contextID,currentTime,availableTime);
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osg::Drawable::flushDeletedDisplayLists(contextID,availableTime);
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osg::Drawable::flushDeletedVertexBufferObjects(contextID,currentTime,availableTime);
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osg::VertexProgram::flushDeletedVertexProgramObjects(contextID,currentTime,availableTime);
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osg::FragmentProgram::flushDeletedFragmentProgramObjects(contextID,currentTime,availableTime);
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osg::FrameBufferObject::flushDeletedFrameBufferObjects(contextID,currentTime,availableTime);
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osg::Program::flushDeletedGlPrograms(contextID,currentTime,availableTime);
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osg::RenderBuffer::flushDeletedRenderBuffers(contextID,currentTime,availableTime);
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osg::Shader::flushDeletedGlShaders(contextID,currentTime,availableTime);
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osg::BufferObject::flushDeletedBufferObjects(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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}
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void osg::flushAllDeletedGLObjects(unsigned int contextID)
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{
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double currentTime = DBL_MAX;
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double availableTime = DBL_MAX;
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osg::FrameBufferObject::flushDeletedFrameBufferObjects(contextID,currentTime,availableTime);
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osg::RenderBuffer::flushDeletedRenderBuffers(contextID,currentTime,availableTime);
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osg::Texture::flushAllDeletedTextureObjects(contextID);
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osg::BufferObject::flushDeletedBufferObjects(contextID,currentTime,availableTime);
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osg::Drawable::flushAllDeletedDisplayLists(contextID);
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osg::Drawable::flushDeletedVertexBufferObjects(contextID,currentTime,availableTime);
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osg::VertexProgram::flushDeletedVertexProgramObjects(contextID,currentTime,availableTime);
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osg::FragmentProgram::flushDeletedFragmentProgramObjects(contextID,currentTime,availableTime);
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osg::FrameBufferObject::flushDeletedFrameBufferObjects(contextID,currentTime,availableTime);
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osg::Program::flushDeletedGlPrograms(contextID,currentTime,availableTime);
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osg::RenderBuffer::flushDeletedRenderBuffers(contextID,currentTime,availableTime);
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osg::Shader::flushDeletedGlShaders(contextID,currentTime,availableTime);
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osg::BufferObject::flushDeletedBufferObjects(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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}
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void osg::discardAllDeletedGLObjects(unsigned int contextID)
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{
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osg::BufferObject::discardDeletedBufferObjects(contextID);
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osg::Drawable::discardAllDeletedDisplayLists(contextID);
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osg::Drawable::discardDeletedVertexBufferObjects(contextID);
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osg::FragmentProgram::discardDeletedFragmentProgramObjects(contextID);
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osg::FrameBufferObject::discardDeletedFrameBufferObjects(contextID);
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osg::Program::discardDeletedGlPrograms(contextID);
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osg::RenderBuffer::discardDeletedRenderBuffers(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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}
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