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Deleting a texture twice is legal in OpenGL, since unused texture ID's are silently ignored by glDeleteTextures(). That doesn't mean it's a good idea to do it, since a texture ID can be reused for a different texture after it's been passed to glDeleteTextures(). But regardless, it shouldn't crash as long as the textures pointer is valid. - Fredrik Höglund On Nov. 22, 2015, 1:57 a.m., David Edmundson wrote: > > ----------------------------------------------------------- > This is an automatically generated e-mail. To reply, visit: > https://git.reviewboard.kde.org/r/126131/ > ----------------------------------------------------------- > > (Updated Nov. 22, 2015, 1:57 a.m.) > > > Review request for KDE Frameworks and Plasma. > > > Repository: plasma-framework > > > Description > ------- > > The QSGTextures are created with > > window()->createTextureFromId(m_texture, QSize(w,h), > QuickWindow::TextureOwnsGLTexture)); > > this means we don't want to be deleting textures ourselves too, it will > be deleted when we delete the QSGTexture, which is a scoped pointer > inside our QSGNode. > > BUG: 355644 > REVIEW: > > > Diffs > ----- > > src/declarativeimports/core/windowthumbnail.cpp > 2b09657e8ce6bd1cca1acc323d5955b2f1a1efb2 > > Diff: https://git.reviewboard.kde.org/r/126131/diff/ > > > Testing > ------- > > > Thanks, > > David Edmundson > >
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