Hi Robert, Thanks for the example, with this I was able to reproduce the problem and confirm fix with your changes, and eventually with my changes that add a State::releaseGLObjects() and a ShaderComposer::releaseGLObjects(), As the "official" fix using releaseGLObjects() changes the ABI I have only merged this with svn/trunk, with the OSG-3.2 branch I have merged your changes as this workarounds the problem without changing the ABI. Changes to svn/trunk and OSG-3.2 branch now checked in.
Cheers, Robert. On 21 October 2013 14:07, Robert Milharcic <[email protected]>wrote: > On 21.10.2013 12:13, Robert Osfield wrote: > >> I have just done another review of the changes and am currently inclined >> to >> implement a releaseGLObjects() method in osg::State in line with how the >> scene graph objects do this. This would be called prior to the >> osg::deleteAllGLObjects() call. With this in place I don't think the >> addition of the _state = 0 will be required. >> >> Thoughts? >> > > Hi Robert, > > Agreed. Implementing releaseGLObjects() is a way to go. I'm attaching one > of the osg examples modified in a way to reproduce the problem on most > drivers and graphics adapters. > > Best Regards > Robert MIlharcic > > _______________________________________________ > osg-submissions mailing list > [email protected] > > http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org > >
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