Hi Nick, For normal OSG usage you shouldn't need to worry about explicitly trying to call releaseGLObjects(). The only case where this might be needed is you detact a scene graph from viewer then destroy the viewer, but retain the scene graph so it doesn't get cleaned, but then you go an apply that scene graph to a new viewer. If you do such a releaseGLOObjects() after the context has been destructed then you should call osg::discardAllGLObjects(contextID) to discard any GL object handles that are cached for that context.
Robert. On Wed, Dec 2, 2009 at 1:03 PM, Trajce Nikolov <[email protected]> wrote: > Hi, > I am trying to clean up everything, release all gl objects, textures .. etc. > I found osg::Node::releaseGLObjects, osg::Texture::deleteAllTextureObjects > and I wrote visitors so before recreating new scenegraph I am calling it. > Still have issues with missing textures though. It works when you > dynamically create/destroy viewers but looks like it should be called in > some "proper time" - can not do that so my intension is to programatically > clean and release about everything. will setSceneData(0) reset just about > everything? > Nick > > http://www.linkedin.com/in/tnikolov > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

