I have an application with two windows, one of which can be added and removed 
dynamically.  They use a shared GL context (i.e. I set the sharedContext flag 
in the graphics context traits) so that I don't need to keep two copies of my 
enormous textures.

I'm having a problem when I try to close one of the windows.  When the 
underlying graphics context closes, it makes a call to releaseGLObjects on the 
associated camera and cleans up all the objects associated with my scene...  
But since the context was shared, it's deleting objects out from under my first 
view.

I had some success with a workaround -- just remove the scene data from my 
second view before closing it.  That way only the gl objects associated with 
the camera itself get released, nothing else.

Has anyone else run into this?  Maybe I could write a fix to OSG by checking 
the context ID usage count before calling releaseGLObjects?

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