Here it is again:
AnyOldName3 wrote:
> Hi,
>
> Hopefully, after that two-week hiatus, we can get this sorted.
>
>
> > You can always subclass from Camera and override the destruct if you want
> > to add this "fix" if it suits your usage case.
>
>
> I'm already going to have to include a separate fix for older OSG versions
> (and I have a good idea of how I'll implement it), as we're supposed to
> support as far back as 3.4.x, so if we're abandoning the idea of actually
> fixing the issue in OSG itself, I've already got a workaround figured out.
>
> I imagine, though, that until everyone who writes applications knows how to
> use Vulkan and all devices have Vulkan support, removing the footgun from OSG
> is still your preferred option.
>
>
> > The approach I have taken with the VSG is for the GPU objects to hold a
> > ref_ptr<> to the VkInstance wrapper preventing it being deleted when the
> > objects are still in use. It's thread safe, robust for a lots of different
> > usage cases and straight forward. Alas OpenGL can't be managed like this,
> > or at least I don't think you can keep a graphics context around after a
> > window has been deleted. If I was to writing an OpenGL scene graph from
> > scratch I'd probably try to resolve this topic in a more flexible way than
> > the OSG which has evolve from narrower usage cases to more and more general
> > usage cases as users have pushed and pulled it in various directions.
>
>
> That does sound like a much nicer way of doing things. The only thing similar
> I can think of with OpenGL is to have a sharing context with access to the
> same objects as the main window, and to only destroy this extra context once
> everything has been released, but then I'm still discovering surprising new
> OpenGL features that can do new things.
>
> Cheers,
> Chris
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=76598#76598
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