hmm... i'm not very proud of this solution, i know it is quite rude, but
seems to work anyways...
void destroyGL()
{
for ( GLuint i=0; i<numberOfObjects ; i++ )
{
// delete geometries
if ( glIsList( i ) )
glDeleteLists( i , 1 );
// delete textures
if ( glIsTexture( i ) )
glDeleteTextures( 1, &i );
// delete SHL shaders
deleteObject( i );
}
}
i call it after making the auxiliary context current.
numberOfObjects can be calculated with a traverse, or can be a number
reasonably high.
this releases opengl resources. if opensg needs them again, i think they
get created with the next validateGlObjects on the context's window...
hope it helps
francesco
Carsten Neumann ha scritto:
> Hello Francesco,
>
> Francesco Tamagni wrote:
>> i solved destroying manually opengl display lists, textures and shader
>> objects present in the context. not a brilliant solution, but seems to
>> work, without annoying opensg too much ;)
>
> I'm happy to hear that you found a solution and wanted to apologize for
> only replying now that your problem is solved, but off-hand I did not
> have a good solution when I saw your mail yesterday and had not found
> the time to take a closer look since.
> However, I'm curious, would you mind describing your solution a bit? It
> would also be valuable for anyone looking at a similar problem in the
> future.
>
> Thank you,
> Carsten
>
>
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