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
>
>
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