We are using multiple threads, but only a single aspect. We get away
with this because we only construct new data in the secondary threads.
There are never two threads accessing the same field containers
concurrently. I looked at the code that is already in place to reset
the GL object ID, and I re
Hi,
On Thu, 2010-06-03 at 09:44 -0500, Carsten Neumann wrote:
> Hello Gerrit,
>
> Gerrit Voß wrote:
> > On Wed, 2010-06-02 at 12:17 -0500, Carsten Neumann wrote:
> >> Aron Bierbaum wrote:
> >>> We have been running into what appears to be a corner case in the
> >>> ShaderProgram. As most o
Hi,
On Thu, 2010-06-03 at 09:34 -0500, Aron Bierbaum wrote:
> On Thu, Jun 3, 2010 at 2:31 AM, Gerrit Voß wrote:
> >
> > Hi,
> >
> > On Wed, 2010-06-02 at 12:17 -0500, Carsten Neumann wrote:
> >> Hello Aron,
> >>
> >> Aron Bierbaum wrote:
> >> > We have been running into what appears to be
Hello Gerrit,
Gerrit Voß wrote:
> On Wed, 2010-06-02 at 12:17 -0500, Carsten Neumann wrote:
>> Aron Bierbaum wrote:
>>> We have been running into what appears to be a corner case in the
>>> ShaderProgram. As most of you probably know each OpenSG object that
>>> needs to track a GL object I
On Thu, Jun 3, 2010 at 2:31 AM, Gerrit Voß wrote:
>
> Hi,
>
> On Wed, 2010-06-02 at 12:17 -0500, Carsten Neumann wrote:
>> Hello Aron,
>>
>> Aron Bierbaum wrote:
>> > We have been running into what appears to be a corner case in the
>> > ShaderProgram. As most of you probably know each OpenS
Hi,
On Wed, 2010-06-02 at 12:17 -0500, Carsten Neumann wrote:
> Hello Aron,
>
> Aron Bierbaum wrote:
> > We have been running into what appears to be a corner case in the
> > ShaderProgram. As most of you probably know each OpenSG object that
> > needs to track a GL object ID registers it'
Hello Aron,
Aron Bierbaum wrote:
> We have been running into what appears to be a corner case in the
> ShaderProgram. As most of you probably know each OpenSG object that
> needs to track a GL object ID registers it's OpenGL creation and
> destruction functors through Window::registerGLObj
We have been running into what appears to be a corner case in the
ShaderProgram. As most of you probably know each OpenSG object that
needs to track a GL object ID registers it's OpenGL creation and
destruction functors through Window::registerGLObject(). This
registration returns a unique OpenSG I