Hi,

> So... would change the destructor to: 
> 
> 
> Camera::~Camera() 
> { 
>     setCameraThread(0); 
> 
>     if (_graphicsContext.valid()) 
> 
>     { 
>        releaseGLObjects(_graphicsContext->getState()); 
> 
> 
>         _graphicsContext->removeCamera(this); 
>     } 
>     else 
>     { 
>         releaseGLObjects(); 
> 
>     } 
> 
> 
> } 


This does solve the problem. Is it definitely safe it do this, though? What if 
the camera references stuff still shared by another context (e.g. RTT cameras 
that get added to and removed from an existing context)? I don't imagine you 
want to add a regression while fixing this.


Cheers,
Chris

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=76507#76507





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