Hi all
Oups wrote too fast, no memory leak sorry..:/
I fix the leak with
Code:
Geometry::~Geometry()
{
// do dirty here to keep the getGLObjectSizeHint() estimate on the ball
dirtyGLObjects();
//tag for delete associated
for(unsigned int i=0; i<_vertexArrayStateList.size();
A big old leak in memory too
Geometry destructor is never called for dynamically added!?
Daniel Emminizer, Code... wrote:
> Hi Robert,
>
> No problem. I'm out of "panic" mode since I found a work-around with the PR,
> so next week is just fine.
>
> Thanks for the PR feedback. Unfortunately
So here is hot it is done:
One can use a custom class extending NodeVisitor to "vist" all geometries in a
node and extract the data:
Code:
//Meshvisitor.hpp
#include
#include
#include
class MeshVisitor: public osg::NodeVisitor {
public:
static std::vector vertice_allocs;
Hi. I think you should post this question in a new thread.
On 4 August 2018 at 13:33, Andrew Lowe wrote:
> On 02/06/18 01:22, Robert Osfield wrote:
>> Hi All,
>>
>> I am delighted to say that today I began work on VulkanSceneGraph,
>
> [snip]
>
>>
>> I also will be looking into what features of
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